• Likes received 444
  • Date joined 7 Aug '17
  • Last seen 8 Jun '19

Private Message

1 3
  • 8 May '19

I'd like to link you to a review I've written because I was so blown away by you devs.

You've made a fantastic game.
You could easily have implemented micro-transactions in this game, but deliberately chose not to.
You care for your player base, shown by the donation of 10,000 gold to each player affected by the launch issues.

All of these things deserve a round of applause, especially in the modern industry. You are pioneering how games SHOULD be made and supported, and I wish you all the luck in the world - you'll always have my support.
In an industry where the companies you can trust dwindle, you stand out as a shining example to the evil mega-companies such as EA and Activision as to how a game should be made and supported - and for that, I and the industry thank you beyond words.

That's my review in short, I just wanted to let you know how you've made and handled Mordhau since release is so appreciated. Thank you Triternion.

6 1
  • 8 May '19

I come from China,Very good game

Hope official Can solve help private server problem

I set up a private server myself. Number of people 48

But the server has a lot of problems

I can not speak English,Google translate

Mercenary 2193 3914
  • 6 May '19

Well, this game fucking took off lmao

gg wp DevBoiz

Knight 2306 4188
  • 6 May '19

Again, congratulations for the sudden and substantial success of Mordhau. I'm very glad to be able to say that the current playercounts are many times over my very conservative (At least in retrospect) estimates.

Since when has Contraband's rework been under that name? Feitoria looks amazing too, can't wait to put the parkour potential of it to action.

35 20
  • 1
  • 6 May '19

You guys deserve all the good news and positive feedback! The game is a blast and has the potential to be so much more than Chivalry for example ever could have been. There's only one thing that I really think deserves immediate attention also and that is the ability to see your party members in-game. That would improve the co-operability immensely. I see a lot of fellow players on this forum with that same wish. Keep up the good work, godspeed!

Knight 293 847
  • 6 May '19

Mordhau devs deserve to get filthy rich from this game. 500k copies sold already is insane. Well done lads.

1 1
  • 6 May '19

so glad to see the success of this game, proving it doesn't take a big team or triple A developers to make a masterpiece. I maybe new to the game but thank you.

8 28
  • 6 May '19

That's like what?...

over 10 million dollars worth of copies sold?

holy shit, you guys deserve that so much, i really can't wait to see what you do with this

Maybe you and the team can finally get together with an office!

this is a huge step for you guys & it's been a pleasure to be apart of it.

Knight 2 6
  • 6 May '19

Excellent stuff m8s

Knight 320 610
  • 6 May '19

Thank you for an amazing game! You deserve all the fortune!

Knight 117 247
  • 6 May '19

Thanks for everything guys. You've really knocked it out the park, and I'm so fucking happy for all of your success. Can't wait to see what the future holds for this game!

168 1700
  • 2
  • 6 May '19
 elwebbaro — Art

It's been one hell of a ride thus far, and it's only been 7 days. None of us would've expected this reception in our wildest dreams.
As of today MORDHAU has sold just shy of 500.000 copies and we have reached a peak of 60.000 concurrent players yesterday. These are just mindblowing numbers to us, and we still haven't fully realized that MORDHAU is currently among the top played games on Steam.

Unfortunately the launch wasn't as smooth as we had hoped. Server performance was abysmal and reward drops such as Gold and XP, as well as unlocks were not functioning properly. We are still in the process of seting up new servers in regions that need them and as a result the Matchmaking can still be spotty. There's also some other Matchmaking related bugs that prevent parties from joining the same game, or BR lobbies to populate very slowly, but we're on top of that. All things considered, the majority of launch issues have been resolved. As for compensation of the lost Gold and XP. We have not forgotten about it and will be shipping it via the next patch.

Right now we are addressing some of the more frequent and critical issues, like the "Ghost Bug" among others, as well as some map exploits. These past few days had been very hectic for us, but things are starting to somewhat get back in order.

Looking ahead for future updates, we've got a couple new maps in mid-production: Castello and Feitoria. Here's a few impressions on the latter.

On top of that we will start looking into Ranked/Competitive modes, starting with duels. However we cannot give an exact timeframe on when you can expect these updates to be rolled out yet. We are terrible when it comes to estimating things, I'm sure our alpha players can attest to that.

Additionally we will keep adding new armor pieces and weapon skins here and there, as well as some new character customization options.
Goals further down the line would be to release Modding Tools, as a lot of you seem to be very eager to create some custom content.

We've got lots of ideas for improvements to the maps and gamemodes. There's also been some amazing feedback and suggestions coming from you guys. When it comes to balancing and tweaking of mechanics, we are pretty happy with how things are looking right now, but we will start tweaking some things soon.

In closing we'll take this opportunity to give some shout-outs.

Thank you

  • to all the Kickstarter backers and alpha testers. Without your constant feedback, suggestions and nitpicking the game would not be where it is now.
  • to G-Portal/zeuz and their amazing support. You guys were super helpful and assisted us a bunch to keep up with our launch woes.
  • to all community server hosts. You really saved our asses to provide servers for all these players while we were struggling to spin up our own.
  • to our promotional launch re-stream: You guys knocked it out of the park and delivered some sweet first impressions right on the storefront.
  • to all the content creators out there creating videos and streaming. MORDHAU spread like a wildfire, which wouldn't have been possible without you.
1430 2175

Kick stun was a bad idea every time it's been implemented, feet should bounce off of a shield anyways and stun just feels bad. Jump stabs look ugly and arcadey and cost stamina. We shouldn't have to leap in the air to beat shield, I should be able to aim for the legs/face or whatevers open while grounded.

If parry is lax against location but strict against timing... then shield block which is lax to timing should be strict to location.

If you can't handle defending against timed feints then use shield, if you can't handle waterfalls, leg hits and side stabs with a shield then you should use timing based parry. If you can't handle either timing deceptions with parry or locational deceptions with shield then git gud

102 322
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  • 17 Aug '18

Dear Triternion and it's members currently developing the upcoming melee slasher Mordhau,

Good day, I hope everyone here is doing well today. I approach today with an inquiry.

The game of Mordhau is a very innovative and most certainly engaging video game, perhaps my own favorite in recent times. Not only does it have fluid, enthralling, deep, complex, and competitively viable gameplay, but it does so while also in many ways adhering more to reality more than many other competitive fighting games in video game history. Particularly, the idea of your weapon attacks being able to come from any angle, is a brilliant innovation from the slasher genre's typical, more limited setup where slash attack angles are predetermined and assigned to binds on the keyboard and mouse. I am simply in love with this fluid and intuitive approach to combat that gives the player the sort of freedom that helps to immerse them. And it is in this spirit of freedom of approach in one's attack that I come with an inquiry.

Have you, Triternion, considered the prospect of a scheme of control in Mordhau, ultimately the most unrestricted scheme of control, that integrates motion control? Motion control is a new and revolutionary scheme that has finally made it into consumer homes in the recent years. Its direct correlation with your bodily movements to in-game interactions enables an unparalleled amount of immersion for the player. As a fighting game calls for the players unwavering, undivided attention, this scheme of control I think would be the most beneficial to gaming, especially to the slasher genre. Just imagine: you are a knight on the mountainside fighting a battle, and even more immersive than you flicking your mouse in the direction of your attack, you wave your actual hand and commit a slash. Mordhau needs this.

I want to highlight a particular product that its pursuing would revolutionize the game and slasher genre as well as lead to interesting developments in Triternion's future business relations: the Nintendo Wiimote™. The Nintnedo Wii Remote™, also known colloquially and in Nintendo's promotional material as the Nintnedo Wiimote™, is the primary controller for Nintendo's Wii console. A main feature of the Nintnedo Wiimote™ is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. Another feature is its expandability through the use of attachments. The body of the Nintnedo Wiimote™ measures 6.2 in (160 mm) long, 36.2 mm (1.43 in) wide, and 30.8 mm (1.21 in) thick. The controller was revealed at both E3 2005 and E3 2006 and the Tokyo Game Show on September 14, 2005, with the name "Nintnedo Wiimote™" announced April 27, 2006. It has since received much attention due to its unique features and the contrast between it and typical gaming controllers. Here is an informational video on the Nintnedo Wiimote™:

The first revolutionary technology that the Nintnedo Wiimote™ brings to the genre is its motion sensing technology. The Nintnedo Wiimote™ has 5 axes of internal motion detection enabled by its accelerometer. This enables for previously unheard of degrees of control in video games that bring you closer to the experience. In later time, Nintnedo developed the Wii MotionPlus™ expansion for the original Nintnedo Wiimote™, later on integrating its technology into a smaller Nintnedo Wiimote™ Plus controller that has higher capabilities (6 axis internal motion detection). In Mordhau, the use of the Nintnedo Wiimote™ Plus (hereby shortened considerably to Nintnedo Wiimote™) can allow for positioning and orientation of the sword that mimics the motion of the user in real life. Its accelerometers can sense fast movement and translate that into, for example, an initiation of a slash. Rather than use a slash, stab, and parry bind, the Nintnedo Wiimote™ can seamlessly replicate those actions through the use of gestures that intuitively mimic the real life action it represents as well as the in-game animation it uses (i.e. it allows for you to immerse yourself into the game by doing the actual actions Mordhau intends for you to do) (e.g. the player can make a stabbing motion to stab in Mordhau). This intuitive translation of real-life action to in-game action is enabled thanks to the Nintnedo Wiimote™ and provides the innate sort of immersion that is key to enhancing the immersion and engagement factor of Mordhau.

The second revolutionary technology that the Nintnedo Wiimote™ brings to the slasher genre is its capability to be a screen-pointer thanks to the Nintnedo Wiimote™ Sensor Bar. The Nintnedo Wiimote™ has an internal camera that with a filter only sees near-IR light rays, which picks up a pattern of light dots that emanate from the Nintnedo Wiimote™ Sensor Bar, whereupon detecting the lights it calculates its pointer position on the screen as well as its orientation relative to the screen. This pointer capability in Mordhau can be used as a general mode of interaction similar to the cursor. But more importantly, and more revolutionarily, the pointer allows for the Nintnedo Wiimote™ to be a revolutionary way to aim projectile weapons in Mordhau. On the screen, you can point at any targets in your view and fire your projectile, connecting you with Mordhau better.

The Nintnedo Wiimote™ is also capable of accepting expansions to the controller via a port located on the bottom controller. One popular expansion to the Nintnedo Wiimote™ is the Nintnedo Wiimote™ Nunchuck Controller. The Nintnedo Wiimote™ Nunchuck Controller has its own motion sensors that can enable an even wider range of posture possibilities, and it also has a joystick which can be utilized for movement or aiming. Mordhau can utilize the Nintnedo Wiimote™ Nunchuck Controller as a second hand for controlling the bow, for enhancing the immersive motion experience when it comes to fisticuffs, or better yet for enhancing the immersive motion experience by allowing better control of a shield.

Another technology of the Nintnedo Wiimote™ that can improve ones immersion in Mordhau is the Nintnedo Wiimote™'s embedded speaker and vibration motor. The Nintnedo Wiimote™'s speaker allows for audio to be sent wirelessly from the PC to the Nintnedo Wiimote™, which could possibly be used to play sounds like a sword whooshing, the clink of sword on sword contact, the shing of a sword being drawn from its metal sheath, or the twang of a bowstring being released to fire an arrow, just to name a few of many possibilities. The Nintnedo Wiimote™'s vibration motor allows for haptic feedback to accompany these aforementioned possible feedback sensations. The combination of these two technologies can bring a level of immersion into Mordhau never before possible on any other input device in history. The Nintnedo Wiimote™ also has 6 KB of modifiable internal data, which can be utilized in Mordhau to transfer characters between computers, which can be very helpful.

One advantage of taking the initiative to adding the Nintnedo Wiimote™ to Mordhau's input schemes is, assuming everything is done legally, this will being Triternion into the vision and relations of the gaming giant Nintendo. Entering relations with Nintendo opens up opportunities for Triternion to port Mordhau to modern Nintendo consoles, namely the Nintendo Switch, as well as opens up the opportunity for Triternion to become a third-party developer for Nintendo. This makes pursuing the adding of the Nintnedo Wiimote™ a vastly beneficial prospect for Triternion as a smart networking move.

Mordhau is a brilliant and wonderful game, with unparalleled freedom in control among slasher games. I come today with the prospect of expanding on this freedom with the Nintnedo Wiimote™, an initiative that will revolutionize the genre and prove to be a very good networking move for Triternion. To accompany my suggestion, I have made some mockup media of Mordhau being played with the Nintnedo Wiimote™.


Thank you for taking the time to read my suggestion and I hope you consider it, Triternion. Thank you all and have a good day.

Also remove exploit known as feinting.

158 198
  • 1
  • 2 May '19
 The Bird

To all of the new folk who are complaining: no one is forcing you to stay. If you want a refund, get a refund and quit whining. Chiv died because of a toxic community. Don't ruin Mordhau too.

Edit: The game is exceedingly fun with or without progression. Great job devs!

Mercenary 2193 3914
  • 2 May '19

@jordangallemore1 said:
okay gold is working but like i said i played over 24 hours and no gold or xp if they do a lump sum im done with game. should be based off of your hours played over the days missed with gold/xp if they do items down the road its bs if they dont do anything its bs. they advertised a full release ready game with full customization and progression played for a whole day before i realized an then some. needs to be addressed and fixed im seeing level 18's plus who got xp the whole time when no one else did this is bogus.

You new guys are so fucking impatient, its starting to annoy me jebus

108 65
  • 2 May '19

@jordangallemore1 said:
okay gold is working but like i said i played over 24 hours and no gold or xp if they do a lump sum im done with game. should be based off of your hours played over the days missed with gold/xp if they do items down the road its bs if they dont do anything its bs. they advertised a full release ready game with full customization and progression played for a whole day before i realized an then some. needs to be addressed and fixed im seeing level 18's plus who got xp the whole time when no one else did this is bogus.

Ok bye

Knight 627 2068
  • 24 Apr '19

With release being upon us, it is time to remind you how absolutely imperative it is to act kindly and welcomingly to new players. You mmust arm yourselves with patience and understanding, because new players will lose and get mad - it is the nature of competitive games. They will misunderstand mechanics and say drags are broken or feints are unfair. You must resist any urge to argue or mock them. Be helpful, and be accepting. Briefly try to explain the importance of such mechanics or simply allow them to be angry without interfering. Do not squabble over it.

If the importance of such etiquette is not understood, most new players will be driven out within a month, and the game will forever be a ghost town where you fight the same 10 people every day. One of the largest ways in which a game can be ruined - that is outside the developers' control - is by garnering a reputation for its toxic community. Many games are not bad in themselves, but people will not go anywhere near them due to their notoriously toxic community. I am sure everyone can think of a few.

Whatever you do, do not give anyone a reason to describe the Mordhau experience as cancerous. A friendly community can greatly strengthen the enjoyment of a game, especially a smaller community such as this one, by being friendly and always willing to help new players learn, as well as being one you can reliably have fun with for a few hours after a long day.

1 3
  • 30 Apr '19

I think the UI option of having names over the players or at least a color arrow over teammates or different members of your steam party would be great. Can never find your friends in the battle and it is difficult to fight with them side by side. Which I think will eventually be the funnest part of the game. Or maybe even a map indicator for party members.

12 17
  • 30 Apr '19

Hello, brawlers.

I've been playing a lot MnB Warband long ago, then For Honor for a while. Now with Mordhau live it's like a sip of fresh air.

I like game's combat system which is for me smooth major enhancement of Warband's one. So much freedom after based on combos For Honor as well, but these games are too different to compare. Customisation is cool, you have plenty of options.

Unfortunately lags and troubles with saving progress on launch gave me some bad impressions, hope it will be fixed soon.
I like to play with my friends, but here are some troubles. Game pace is fast, so we get lost on the battlefield too easy, and we don't have no UI which helps us to rally up and fight together, except close ranged nicknames. Most of players are similar due to presets which will be used for a while. Moreover, despite teams are red and blue, all players become red after very first moments of fight because of blood. It's cool, but would be nice to have optional UI which shows who is your teammate or at least member of your steam party so you actually will play in group, not alone.

I also lack duel servers or private lobbies when me and friends can learn to master without being interrupted by death match players.

Conclusion is simple: game is cool, but lacks some UI features and duel or training modes.