In light of recent publicity on the state of MORDHAU’s community, we would like to discuss our stance on toxicity and the topic of gender and race in our game.
First and foremost, Triternion does not, nor have we ever, had plans to add a customization option that would force a white male default. This is an absurd idea that stems from a misunderstanding in a recent interview by PC Gamer with two of our artists. These artists, both uninvolved with character development went into a verbal interview with minimal PR experience and ended up answering some of the questions in a misleading way, which combined with a lack of context, led to some very controversial statements. Again, we at Triternion do not, nor have we ever had any plans to implement any kind of ethnicity toggle on potential future character ethnicity customization additions.
The responses given were referring to the gender part of the questions, which were based off an old controversial "gender toggle" idea, with the intention being to give the player options to play the game with only female characters, only male characters, or both. This concept was brought forth by one of our developers and posted prior to the game’s release as a response to a large number of heated debates regarding the topic of realism. The idea to give players this ability was simply a theoretical solution to a difficult problem and was never intended to be the official stance of Triternion on this topic. This is a lesson for us that we must be excessively prudent with the wording we use in the future as it can be easy to misconstrue an individual’s opinions and ideas as officially sanctioned.
Shortly after launch and in internal discussions, the concept of a gender option toggle was dismissed as it would undermine the customization players work hard to create. The two artists featured in the interview were ill-informed of this decision, which was a major mistake and miscommunication on the side of Triternion; and in combination with a question on a sensitive issue of which they were underprepared to answer, strongly contributed to this misunderstanding. Our official stance is that these toggle options are out of the question.
In regards to community toxicity, we do not have prior experience managing communities of this size, nor the manpower or resources that established studious can leverage. Our team consists of 11 first-time developers working remotely and volunteer moderators who try their best to curb this toxicity and behavior across all platforms, including in-game. At the moment we are stretched thin with major important content additions and unfortunately we do not have the staff nor systems in-place to moderate everything to our intended level of standards. We plan on improving in this regard. We hope our players understand our situation and will continue to place their faith in us, as improving these things will take time.
Triterion, thank you so much for your dedication and hard work. I can't wait for these updates and to watch the evolution and future success of Mordhau. As a player more on the older side, you guys remind me of a young Blizzard/Blizzard North. You've really made a quality product and you should all be proud at what you have accomplished.
Keep it up!
Great to hear! Love the game, keep up the good work.
Very excited to hear about horse balancing.
Nice to see devs providing REAL updates and information for their community in a timely manner. I had high hopes for this game and somehow, this small team has far exceeded my expectations! Keep it up Triternion!
In this post I’ll be discussing some plans for the future of Mordhau, and what the team has been working on recently. Please note that most, if not all features and content covered are in varying stages of completion; everything is Work-In-Progress and may change prior to its release or be canceled. As for timelines and estimated release of these things, we focus more on ensuring they are up to our standards as opposed to setting hard deadlines, so things will come when they’re ready.
Our main priority post-release has focused around bringing in additional content to help keep the game feeling fresh - while a handful of weapons, cosmetics, and the map Crossroads were added, our artists have been hard at work on fully-fledged maps that will be playable in all game modes.
Feitoria is a sprawling town and accompanying village that will alternate between crowded streets, chokepoints, and more open areas and will have an emphasis on verticality and interiors as well. Currently, progress is going well on Feitoria, and our level designer is working on optimization, interior/background polish, and configuring the map for game modes.
Castello on the other hand, is a southern-European/ Mediterranean inspired castle keep and walled courtyards. It will have a similar feel to Grad, but with a more involved castle section, including portcullis control and close-quarters fighting. At the moment, Casello has begun its final art pass, along with some fine-tuning of the lighting and post-process effects.
Existing maps aren’t being forgotten, however - while we’re prioritizing new maps over spending all of our time tweaking the existing ones, we’re aware of balance and gameplay issues on existing maps, especially Crossroads, and will be improving them.
Recently, we have been hard at work on implementing ranked modes into Mordhau, as we feel it is a perfect fit for the high-skill gameplay that Mordhau brings to the table. You will earn a distinct rank - here’s a quick preview of them:
In addition to Ranked, we’re also working on a 64-player attack/defend mode which will capture the feeling of a medieval battle, with sieging and progressive objectives. We’re calling this mode “Invasion” in-house, and we’re in the process of designing the mode. It’s important that we’re able to retroactively add this mode to existing maps, as our levels are designed to be usable in all game modes when possible. This mode will not come next patch, but in the future.
We’ve been listening to your feedback, and we’re aware that Frontline is a bit of a polarizing topic - some people love it, others hate it. We’ve been looking into ways to reduce stalemates and make Frontline have more of a back-and-forth “tug of war” feel to it, and increase the player’s feel of involvement with the objectives. Nothing on this front is set in stone, but we’re looking into ways to improve the game mode nonetheless.
We’ve been listening to your feedback on game balance and frustrations with the game, and we’ve identified some areas that need a bit of work in this regard. Horses feel a bit too powerful and unfun to fight against and we’re looking into ways to make horses fairer to fight against, adding more risk to the horse riders while keeping them deadly and powerful. These potential changes include things like momentum damage against the rider, a smaller and more accurate horse flinch hitbox, fixing the desynced horse hitboxes causing players to hit through them and making horses more fragile against bigger groups of infantry, and more.
Fire bombs can also be frustrating at the moment, and we’re working on ways to fix these as well. We’re currently re-working the way fire damage is applied - it will start out much less damaging and faster, and standing in the fire will cause the damage to ramp up, making it behave more like one would expect from a fire. This will make the fire bombs less punishing when players only “touch” the fire shortly. In addition to this, the fire will be louder in volume and generally more noticeable. Players will still have to respect the fire as an area denial, but situational awareness will be increased and avoiding them will be much easier.
At higher levels of play, especially in duels, we noticed that the buckler can be overly powerful. We’re looking into removing the 30 stamina gained when the buckler is disarmed, but increasing the usefulness of the buckler when it comes to stamina costs when blocking weapons. We’re also looking into making swing manipulation look better overall without compromising the skill of the game, and adjusting a few weapons turn caps which are a bit too extreme at the moment (For example, Spear in short grip), making the game a bit more grounded. There will be many more adjustments and improvements, including Javelins among other things, to help fine-tune the already amazing combat.
As we’ve discussed in our statement recently, we’re taking toxicity and racism seriously. At the moment we are discussing and experimenting with ways to add more tools to the game to help curb unwanted behavior. One area of focus is on preventing griefing and vote-kick abuse; we’re interested in adding more information to vote selection screen, such as the player in question’s team kill amount and team damage ratio, as well as a reason for the kick. We’d like to add an easier user interface for starting vote kicks, as the current method via the console is functional, but not exactly the easiest or most polished method we could implement.
A client-side chat filter is also in the works; while muting players removes anything they’ve said, you can only do that after they’ve said it. We plan on adding a filter that will automatically remove inappropriate or offensive messages before you have to see them, which will help to curb toxicity quite a bit.
In terms of griefing, we’re looking into ways to easily identify placed structures and their team/owner, so it’s more apparent to see if a teammate is intentionally placing structures to disrupt gameplay, and who exactly is the one doing it. We’re also looking into other ways to prevent griefing with toolboxes and firepots, to prevent players having to rely on votekick to deal with them in the first place.
While the majority of progression/gold issues have been fixed, there are a few persistent bugs remaining with our backend system. We’re looking to switch to a more reliable backend system that will handle player inventory, purchasing items, and player progression to resolve these issues for good. Additionally, we’re looking into server improvements to help reduce ping and latency problems.
We are also well aware of the high demand for modding tools, and it is not something we are ignoring. At the moment, development is focused more around our short-term goals of increasing the amount of content that the base game provides and we’ll look into an SDK and mod support in the future.
My name is Ethan ( obviously ), and I am the founder of a new platform Mordhau.gg. After seeing the effects websites like u.gg and mobafire had on the League of Legends community, and being a huge fan of Mordhau, I decided that I wanted to develop a platform that can help newcomers and veteran players alike connect with others in the community,elevate their game, and get solid information regarding Mordhau Mercenary builds and overall gameplay.
That being said, allow me to introduce Mordhau.gg
Mordhau.gg is a web application that allows you to do the following...
A few use cases...
Please understand that this is a BETA build of Mordhau.gg and I am one person and...
Some of the known bugs including things such as weapon cost being off on some weapons, typos when inputting stats and names, and showing damage tables for shields and non-damaged items...These bugs will be fixed in the near future, but I must remind everyone that without community feedback and support, I will not be able to make the changes that are needed to provide a solid platform for a cool community.
I plan on adding a few features in the future such as...
If you are interested in helping with Mordhau.gg or just wish to leave me feedback on the platform, please feel free to PM me here and I'll get back to you ASAP. I hope to get some good feedback and show me where I can improve. Thanks for taking the time to read.
This is it guys. The lutebot in a new and shiny version. What was originally a little project for a handful of alpha roleplayers has been heavily reworked to match the incredible release mordhau and its community just went through. I hope to be able to update and support it to bring the best out of mordhau's lute (and possible future instruments) for years to come using this new solid codebase and set of features.
See this new thread as a rework as well. Please read carefully through the guides below, they have been written by painstackingly collecting feedback from the new release users.
Join the bards guild discord server here to get troubbleshooting help, midis and more !
Check out this live midi input showcase, one of the novelties brought by the 2.0 :
The lutebot is a third party software that can read midi files (.mid) and mimic their content to the best of its ability using the lute in game. It uses console commands to communicate with the game.
The lutebot is born from a cooperation with the devs. They created the console commands for the lute specifically for this usage and fully endorse it. Furthermore, the code is entirely public on github (check the download section).
I have heard from moderators that some people have been trying to blame the lutebot after getting banned for third party software usage (actual cheats). Rest assured that the lutebot won't get you banned.
The lutebot is built on the C# midi library by sanford that you can get here. This library plays midi files for the lutebot, which then intercept midi events when thrown by the library and turn them into console commands.
The lutebot's interface is made using winform, a somewhat outdated yet time saving tool for simple window interfaces.
If you like the lutebot and wish to support it, you can help me by donating to my patreon
Reworking the lutebot and adding live midi input was only the beginning, I have more features planned for the future (more on that on my patreon page !). But this is a time consuming project, your support will let me put more time into it.
You can get the latest lutebot version here
Or get access to the code directly on GitHub
Older versions :
Download and unzip the lutebot folder. As long as its content is intact, it will work regardless of where you put it.
Start the lutebot by double clicking on LuteBot.exe. Click on options then on keybinding to open the keybinding menu.
From here, check the message displayed below the list of keybinds. It should look like this :
If this is not the message you're seeing, you need to manually set the path to mordhau's configuration file. Please do so by clicking on Mordhau Config then Mordhau Configuration Files then Set DefaultInput.ini Location. Then, select the file named DefaultInput.ini in your game folder. Its default location is :
C:\Program Files (x86)\Steam\steamapps\common\Mordhau\Mordhau\Config\DefaultInput.ini
If you selected the right file, the message below should look like the picture above.
Now that the lutebot knows where your mordhau settings are located, you may use the automatic configuration that will set the console both in game and in the lutebot to PageDown for you.
To do so, please click on Mordhau Config then on Automatic Configuration then on Set up.
Then press Apply to close the keybind window.
The lutebot's OpenConsole keybind should be set to Next, and the next time the game starts, pressing PageDown should open the console. Take a moment to check if this is your case.
To play a midi file (.mid) on the lutebot, click on Load Midi File in the main window and select a file. If you selected a proper midi file, it's title should appear one the window, and the buttons Stop and Play Should be now accessible. Click on the play button and you should start hearing music.
To play this midi file using the in game lute, go in settings and turn off sound effects here :
Then go in game, have a lute equipped in your hands, and press + on the numpad (the default shortcut to play) to start playing.
This is the main window of the lutebot that will always show while it is running. It is designed to look like a regular music player, displaying the elapsed and total time in the current song, a scrollbar that you can move around, a play/pause button and a stop button.
Clicking on the central button will let you manually load one midi file into the player.
The previous and next buttons will let you navigate in the playlist. They are only accessible if a playlist is currently active and it contains at least two tracks.
The Options button in the top left corner will let you access the settings and the keybind menu. The Window button next to it let you use the optional features of the lutebot described below. The focus button in the window menu will put all of the lutebot's windows back to the foreground, useful when having multiple windows open. Alternatively, clicking on the main window does the same.
Sound effects : lets you switch between playing in game or playing using midi sounds (useful to try different instruments and tracks settings beforehand).
Automatic Console System : lets you change the way the lutebot interacts with the console.
Note Conversion Mode : Turns on and off the note transposition feature. Due to the lute's limitations in game, the lutebot has a transposition system applied to notes outside of the lute's range. Turning it off and enabling sound effects lets you use the lutebot as a regular midi player. Useful to listen to original tracks before attempting tweaks.
Lowest Note ID : The lowest note id mordhau's lute supports. This setting should not be modified, please keep it to 0 at all times.
Note Count : The number of notes mordhau's lute supports. If mordhau's lute gets updated and receive more notes, you can set this setting so that the lutebot will take these changes into account.
Note Cooldown : This setting changes the cooldown in ms applied after a note has been played. 50 is recommended when using old or off console modes, while 30 or lower is recommended for the new console system.
To change one of the lutebot's keyboard shortcuts, simply click on one of the keybind list's items and press the desired key to set the shortcut.
Do not forget to apply or your change won't be saved.
Here is a detail of all the keybinds and their functionnalities :
As explained in the Getting Started section, the keybind menu is also capable of setting your console key properly for you. Please refer to this section for more details.
The playlist window lets you create a list of midi files that will be played one after the other. You can also skip to the previous or next song in the playlist using the buttons on the main window, or use the convenient keyboard shortcuts (/ and * on the numpad by default) to go from one song to the other without even leaving the game.
You can use the Add to Playlist button to add a midi file to the playlist.
You may also save the playlist as an xml file for later use using the Save Playlist button, and load a previously saved playlist using the Load Playlist button. Note that when you open the playlist window, it will automatically open the last playlist you saved.
The soundboard lets you create up to 9 song shortcut. Pressing the associated key will instantly start playing the associated song. Consider using this feature to avoid alt-tabbing to switch between songs. To modify a shortcut's keybind or song, simply right click on one of the 9 buttons.
Just like the playlist, the soundboard can be saved as an xml file, and loaded later. Opening the soundboard window will automatically load the last soundboard you saved.
The track filtering window lets you remove some complexity out of a midi file to make it sound better on the lute. Some midi files may contain a lot of instruments playing at the same time, which is undesired for mordhau's lute limitations.
You can tweak the content of a midi file simply by ticking boxes off to remove either instruments, or tracks. Tracks are a series of commands in midi files that may or may not contain notes, removing some might not have any effects depending on how the current midi was made.
When you think the tweak you applied suits your needs, simply press Save Song Profile to save your changes. As opposed to the soundboard and the playlist, you cannot choose where you save song profiles. They will be automatically stored in a folder and retrieved if they exists when a song is loaded (manually or using a playlist or soundboard).
The live midi input window is the most important feature of this new version. It allows you to take full control of the lute using either a midi input device plugged to your computer, or your keyboard directly.
Check the drop down menu to see the list of available devices. Keyboard Mode will always show up in the list on top, any midi input device directly plugged into your computer will show under it.
Once you selected the device you wish to use, click on the listening button. Your inputs will only be taken into consideration when this button is green. You may also use the . (or del) key on your numpad to toggle it while in game.
Selecting Keyboard mode will allow you to simulate a midi input device using your computer keyboard. You can bind individual notes to each of the piano keys below by clicking on one then pressing the desired key. Pressing those keybinds while in the game and with listening enabled will play the corresponding notes.
You may use the - 1 Octave and +1 Octave buttons to change the note range the lutebot is focusing on. Pressing a key on your midi device that plays a note outside of the displayed range will automatically transpose that note to the range. Alternatively, checking the box below will causes notes outside of this range to be simply ignored.
This typically happens when your console key isn't set properly. Check that the lutebot's OpenConsole bind in the keybinding menu is properly set to the key you use to open the console in game. To rebind the console key in game, please check the quick start up guide. Alternatively, you can consult the official discord (by typing !c console in any channel of the official discord) to know how to bind it manually.
This can happen for multiple reasons, please refer to the two sections below for more information.
This happens because the key you have set your console to can input characters (like tilde writing ~). You need to use a key that cannot input characters, like PageDown.
Check the keyboard windows is currently set to. Make sure it is set to qwerty (EN should appear on the taskbar), or azerty (FRA on the taskbar).
Any other keyboard type is officially untested thus support cannot be guaranteed.
This can happen for various reasons. Make sure that you don't jump, crouch or sprint while playing the lutebot.
If this happens with the big console (console mode off or old) then you need to set the note cooldown higher than it is. 50 ms is recommended.
I will post here the various midi files that people have edited to work with the lutebot.
Thanks to @Fohshizle for his work, you can get his midi files (here)[https://drive.google.com/file/d/1RUTe3ZMlpDY8QTNVTorZbKCa4oSqHh88/view?usp=sharing]
Also try FloridaMan's Collection
For making the lutebot possible in the first place.
For putting together the tutorial videos as well as the various showcases. Stay tuned for his modding work once the sdk drops!
For helping me figure out what I lacked in music knowledge, and reporting various bugs since the first version.
Others have spoken on shields plenty enough already.
I play a lot of archer and can tell you that archers are plenty powerful in this game, you just have to be practiced enough to be useful with it.
The only bow that is "weak" is Recurve but it is extremely quick to shoot and extremely powerful in quick and accurate hands. Recurve is actually the bow I use most.
Trust me man, archers are good you just need more practice
Also you can bring good shit with archer. Here is an example (AND this class still has huntsman)
For the price of that War Axe (1 to 2htk any class) you could bring a arming sword and Kite Shield so I mean you can have good shit. Bringing good armor as an archer isnt very good for 2 reasons
1) archers have a small speed debuff so bringing lighter armor counteracts this somewhat.
2) Huntsman perk longbow and crossbow 1 shot every torso anyway, even heavy. So if youre fighting other archers the extra armor is just going to slow you down and make you easier to hit, along with the fact that the armor won't help much in melee when all you have is a dagger or shortsword.
How are melee weapons in shooter games?
Are you able to consistently top the scoreboard with knife? Or are you forced to use guns?
With this patch, we are rolling out the gold compensation for our rocky launch. It comes in the form of 10K gold, and you can choose to accept or decline it when you launch the game. We have no way to know who was affected, so it is extended to all current players. This is a one time thing. If you decline it, it's gone. You will be able to claim this compensation until (including) Sunday UTC.
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.
We've identified an issue causing the huge lag spikes on our official servers and are restarting them one-by-one to apply the fix. We're going to leave some servers as 48p, while others will be upgraded to 64p. Our next steps will be to increase the pool of official servers, and start doing improvements to the matchmaker. Thank you for your patience during our rocky launch!
First and foremost an apology to all players from our entire team.
The current state of the game is not the one we wanted you to experience at launch. It might sound cliché, but we were not able to keep up with the rapidly growing playerbase in this short amount of time.
On the bright side we were able to locate the problems that caused Gold and XP rewards to not be distributed properly, as well as unlocks not working in the Armory. - They should work properly now. We are also currently looking into ways to compensate players for their troubles.
Make sure to restart your game so the update gets applied! We are also currently restarting the servers on our end.
Additionally we've added some improvements to the Server Browser. You can now filter for a server name or set a ping limit.
Our top priority right now is to iron out the stability problems with our Official Servers, as well as bugs with the Matchmaker.
Thank you for all your patience despite these issues!
Calling all big bois
We all want this game to succeed, and we all know how extremely important Steam user reviews are.
If we all know anything about Steam reviews is that can make or brake new games.
And what will probaly happen is new players:
1 hour in
get fucking farmed
leave a shitty 1.3 hour not recommended review
uninstall and refund
making the review stick for eternity
1 hour in
get fucking farmed
leave a shitty 1.3 hour not recommended review
uninstall and refund
making the review stick for eternity
We have all seen this happen before to good games guys, people are fucking herds who can't think for themself, so c'mon bois just instantly give this a good review and your honest thoughts as beta-alpha backers.
Posting 4 hours before release, don't let the devs down, because they finally gave us the final PATCHIE
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.
The war is nigh,
Triternion is looking to expand the range of translations for the game on release, we are currently covered on English, French, Spanish, Russian and German.
This is a voluntary job, the rewards are gratitude from the developers and your name in the credits
If you think you got this contact me via DMs
PS: Thank you to all italian and portuguese speaking users that contacted me, those translations will be soon in the work.
Using 3rd-party software to gain an unfair advantage is strictly disallowed and will result in a permanent ban. Reshade and other graphical changes are permitted.
Intentionally using exploits found within the game to gain an advantage (clipping through map objects, etc.) is disallowed and may result in a temporary/permanent ban.
3. Racism, prejudice and offensive content:
Use of derogatory, offensive terms on official servers is not allowed. Conduct yourself in a polite manner or you may be temporarily/permanently banned from official servers.
Intentional and repeated harassment such as intentional team killing, constant suiciding, blocking friendly spawn areas, stream sniping etc. is prohibited and may result in a temporary/permanent ban from official servers.
5. Abusing votekick:
Abusing the vote-kick system (random kicking of players, votekick ‘rigging’ with multiple players etc.) is not allowed. Only use the vote-kick function to remove disruptive or offensive players from the server.
Rules may be subject to change at any time.
If you would like to file a report against a disruptive player, make an appeal, or address any concerns/complaints with the official server rules, please contact moderator via DM on discord @ https://discordapp.com/invite/mordhau.
What a ride! The day of Mordhau's release is finally here. Our target is to go live today April 29th @ 10 AM PDT. We will be launching with a base price of $29.99 (Steam currency/regional pricing applies!) and a 10% launch discount. Besides the base game, for those who really want to go the extra mile to support us, you'll also be able to purchase the Supporter Pack containing the soundtrack, Medallion (necklace) wearable cosmetic and Mercenary banner. Those who wish to purchase the Steam key to the game on our webshop, will be able to do so here when the game is released, and a lot more money from those sales will go to the developers, as Steam won't take their cut.
Anyone who backed the game at $40 or more (Beta level, which contained the Soundtrack) will receive the Supporter Pack as part of their pledge via Steam key on the account you've registered on our website. So please keep this in mind to avoid purchasing the Supporter Pack twice! Please give us an extra couple of days to supply these Supporter Pack keys to you, as we ran into some delays there.
All backers should have received their rewards by now (except the soundtrack). For some of you, we're still waiting/adding the things that require your input (custom emblems, etc.) so make sure to fill out all forms on our website. If you have not yet received a key please do the following before contacting us. Check your emails, most of you that contact us have already activated your purchase back in 2017, but have not checked your forum account for the Steam keys. The keys have been waiting for you there for some time :) If you are sure you haven't received any activation link, and have never activated your purchase on our forum/website, then get in touch with us via a Kickstarter private message, or send an email to [email protected] from the email you used to purchase, and we will sort you out.
If you would like to purchase just the soundtrack (and it's a good one!) directly from the composers, you can do that here.
Thank you so much for supporting us and making this project possible. It's been an absolute blast to work on, and we hope you'll enjoy playing it!
See you on the battlefield!
Good luck, everyone. It has been an honour to follow the development of Mordhau long before the Kickstarter. I hope you win all the Game of the Year awards, because you certainly deserve it.
Mordhau is coming to Steam on April 29th 2019. Wishlist it now
Enjoy the trailer!
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