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Private Message

1406 1060
  • 2
  • 7 Nov '19

@Redeaux said:
The statements I replied to with reaction images were logically untenable. If you think otherwise I would suggest re-reading them. The reaction images were accurate in that your response was extremely embarrassing as it showed an extremely warped, naive, and contextually inaccurate perception of games. You subsequent reply only furthers my point.

That's all nothing but baseless claims and we could perfectly turn that around, so that won't get us anywhere. So why don't you simply tell us where we are wrong with anything we wrote in the previous posts?

Don't get mad over words on a screen. If you find this happening to yourself, rethink your definition of the word "adult".

That's something that people defending toxicity often don't seem to understand: Not everyone arguing against toxicity does get offended or mad about it.
I for one don't use the mute function at all - except it's a stupid spammer. I don't get offended by it, I don't get mad about it. I just think that the kind of toxicity we are talking about doesn't have a place in any game, like it doesn't have any place in the rest of our public society. It's solely meant to harm other people and it ruins the idea of multiplayer gaming, so I have no idea how anyone could support that.
And what people also tend to forget: If it's all so illogical and whatnot to argue against toxicity... how comes that most of the games out there have a lot stricter rules against it, enforcing them quite actively?

Knight 622 2053
  • 7 Nov '19

Never before has so much been said, and meant so little. I know it is practically a cliche to say you missed the point, but you genuinely have not even begun to understand what is being said to you.

Firstly, not having an allied team such as in FFA and competitive duels does not mean you are not cooperating with others. You are playing a game, and whether it is a physical sport or a digital game, you have agreed to follow a set of rules for the sake of having fun. The point of sportsmanship is be respectful and considerate even to your opponents rather than to demonise them and berate them, because they are not your literal enemies, but merely opponents in the game you have mutually agreed to play. Maybe this sounds like some moral high ground to you, but to me it sounds like basic manners.

Secondly, a game allowing for many ways to be played and enjoyed does not justify having fun by harassing others. There are rules in place. And I know that on the playground you hear children call each other names, but when I was referring to sportsmanship, I more so meant the Olympics, where people do not call each other racial slurs just because they are having fun in their own way.

Thirdly, your assumption that someone would only hold this position because they get offended over words is extremely revealing of how closed-minded your thinking is, and since your arguments - and I am being generous by calling them that - are all predicated on that false assumption, you might as well have mashed the keyboard for a few seconds and hit reply, because it would have made no difference.

Knight 622 2053
  • 7 Nov '19

I don't know what growing up you perceive Esturias needs to do, but your use of reaction images outside of an imageboard, and in lieu of arguments, makes you seem very mentally underdeveloped.

Online games are a collaborative activity, the same way sports are. In sports there is a quality called sportsmanship, which prevents players from being antisocial toward one another, and casually throwing out slurs toward the opposing team, or worse, their own team. There is nothing defensible about being inconsiderate and rude toward other human beings when you have chosen to engage in a group activity, even if you are separated by a computer.

Knight 622 2053
  • 7 Nov '19

I know, right? What an autist, expecting people be punished for their antisocial behaviour, which also infringes the rules, and expecting the obligation to fall on such people to behave decently rather than on innocent people to constantly mute others or hide the entirety of the chat.

Duchess 798 3530
  • 28 Nov '19

Uninstall the game and leave the forums, asap if possible!

Knight 622 2053
  • 28 Nov '19

@yourenemiesfriend said:
"4 days"

Whatever happened to "we're bad with timelines."?

Pretty sure if it takes you 2 days just to post about this issue it's going to take you longer than 4 days to fix.

Careful, Chizzler. You are on your way out. Make a constructive post for a change, or save the space your unhelpful disdain for the developers takes up.

1 8
  • 28 Nov '19

@Oshardt said:
Are you going to make us download something every day or what????? Three days on a row. This is starting to annoy me A LOT.
After a whole day i just wanna chill a bit and play and i find a new pacth and have to wait every day.
Its really bothering me.

Oh no everything is broko plz patchie
Oh no I have to download patchie

Devs put out fixes, you complain. Devs don't fix, you complain

Get life.

Knight 88 113
  • 28 Nov '19

Knight 622 2053
  • 22 Nov '19

This is the fourth thread you have made about this. Consider this a warning to stop.

Yes, the votekick system could receive plenty of improvements. Making another ten threads, however, is not going to increase the likelihood of it happening.

1084 6148
  • 10 Jun '19
 crushed — Art

Bringing back the good threads I see

Duke 5538 13219
  • 30 Aug '19
 Jax — Community Manager

Patch #09 Changelog 30/08/2019

Added ranked Duel mode
Added Crossroads extension - now with two points, hopefully better balance and a new ruined tower
Added Veteran’s set - full armor set with 31 variations
Team damage in Frontline now disabled for 5 seconds after spawning
Friendly toolbox spikes now deal a maximum of 25 damage to teammates, fixing the griefing done by placing spikes in front of spawns. Enemy knockback is not affected by this, meaning you can still kick an enemy into spikes built by his teammate
Added autoban of 30 minutes for having 7 teamkills in a match. Currently only for melee and projectile weapons, excludes some things like catapult etc.
Added team damage % display on votekick
Raised votekick ban duration to 10 minutes
40% of people now need to partake in votekicks for it to have effect (50% previously)
Horse desync and hitboxes are now fixed
Horse riders no longer get a damage boost on the slower horse speeds, now only from gear 3 and onwards
Horse rider momentum damage now works both ways, so that infantry can one shot horse riders when hit at high speeds
Horse acceleration slowed down slightly
Horse bump knockback reduced slightly
Horse bump hitbox reduced significantly & fixed desync on horse turning
Horse bump slowdown reduced
Horse now slows down slightly when hit by a melee weapon, the unarmored horses more than the armored one
Riders on horses can now capture points
Horse respawn time reduced to 30 seconds
Firepots adjusted - fire starts much less damaging but faster - the fire is louder and generally easier to notice and react to
Toolbox destroyable walls now start with a foundation instead of a half wall
Battle royale minimum players to start reduced to 6
Removed walk debuff on Explosive Keg deliverables
Siege tower objectives now take two trips to complete
Damageable world collision will no longer ignore the weapon tip (non-damageable will do so still), which means things like destroyables won't ignore it, making it easier to hit

Fixed crouch hitbox “iframe” bug
All armory weapons strike and stab releases reduced 25ms - this will make attack releases slightly faster and more grounded/less floaty looking
Parry window reduced 25ms (this is mainly compensation for the new releases)
Chamber window for strike and stab reduced 50ms
Stab early release increased slightly (0.325 -> 0.35) - this will make stabs hit slightly slower out of the early release animation, making them slightly easier to read
Stabs now have 25ms smaller feint and morph windows than strikes
Combo feint window increased 100ms
Hitstop recovery is now 50ms faster (hitstop followup attacks can be started 50ms faster)
Added new dynamic feint lockout distribution based on feint time - this will make early feints slightly more punishable while making late feint followup attacks more reliable to hit and less prone to get double parried. Currently has only a very small effect, adds 25ms at the earliest feint and shaves off 25ms at the latest.
Morph to kick is now 25ms faster
Kick feint now costs 5 stamina
Kick range vs held block shields increased very slightly
Kicks now ragdoll people on ladders
Kick now drains 15 stamina instead of 20
Kick now gives 15 stamina instead of 10
Kick miss recovery increased 50ms (0.6 -> 0.65)
Parry turncap is now significantly less strict
Hand hitboxes are now disabled in parry window, this will fix some inconsistent hits trough parry
Bound upper attacks (overheads) are now 5 degrees more diagonal to make them easier to hit
Fixed active parry draining stamina - now gives stamina
Chamber disarm will now give stamina to the person who did the disarming too (same as parry disarm)
Stamina start regen delay raised to 1.25 (from 1.0)
Fury now gives full stamina on kill
Flesh wound now costs 3 points
Chase mechanic range increased slightly (4.5m -> 5m)
Chase mechanic activation time reduced to 500ms (from 1s)
180 Turn sprint momentum mechanic is now very slightly stronger, making it a bit harder to turn 180 and run in an instant

Weapons & Equipment
Buckler stamina negation increased by 1
Targe stamina negation increased by 1
Timed block shields no longer give stamina on disarm
Kite and Heater shield now have slightly stricter blocking turncap
Held block shields now always have a movement slowdown of 3/3/3 armor when equipped in hand, ignoring armor values (does not stack) - this does not change much for armored shield loadouts, but significantly nerfs light armor with held block shield combinations.
Longsword main mode strike release increased 25ms
Longsword strike turncaps slightly more strict
Longsword main mode strike raw damage increased slightly, this will greatly improve HTK against armored legs
Longsword main mode strike combo speed 25ms faster
Messer strike stamina drain increased by 1
Waraxe strike combo speed slowed down by 25ms
Waraxe strike turncap slightly more strict
Waraxe strike stamina drain reduced to 20 (from 21)
Executioner sword damage against armored legs buffed very slightly
Estoc strike turncaps slightly more strict
Greatsword main mode strike headshot damage vs plate armor to 48 (reduced from 50)
Greatsword alt mode strike releases reduced 25ms
Zweihander strike turncaps slightly more strict
Zweihander main mode strike combo 25ms faster
Shortspear strike & stab turncaps slightly more strict
Shortspear strike & stab releases reduced 25ms
Bastard sword strike turncaps slightly more strict
Halberd alt mode stab turncap slightly less strict
Spear alt mode turncaps more strict
Javelin damage vs plate torso reduced to 45 (from 50)
Removed flourish emote from pavise
Toolbox now starts with 6 ammo
Fixed some leg damage values being wrong (1H axe, Greatsword & Zweihander halfswording)
Poleaxe now has stricter turncaps
Poleaxe now has 5cm more range
Poleaxe alt mode is now the same range as the main mode
Poleaxe main mode strike combo 25ms faster
Poleaxe strikes now have better damage vs armored legs
Poleaxe stab headshot damage vs plate helmet reduced to 45 (from 50)
Heavy Handaxe now has stricter turncaps and faster windups, making it less floaty
Bardiche main mode strike turncap slightly more strict
Bardiche main mode strike combo 25ms faster
Battle Axe main & alt mode strike turncap slightly more strict
Battle Axe main mode strike combo 25ms faster
Billhook strike turncaps slightly more strict
Eveningstar strike combo 25ms faster
Added new experimental longbow sway
Crossbow sway now stable for longer before it starts swaying, making it more reliable to use

Maps & Gamemodes
Lowered pillar on Contraband
Fixed out of bounds exploit on Contraband
Fixed all reported map exploits on Taiga

Visuals & Misc.
Added new Emblems: Carcosa, Melee Slasher, Purgatory, Raptor Rider, Royal Pug, Tempest Knights
Fixed missing gold & XP bug
Fixed a bug where loadouts could be written over when in face customization and going back to mercenary list
Fixed a bug with firepots that caused performance issues and damage against wooden structures higher than it should be
Fixed buckler passive projectile box being too big
Fixed fist falling animations in first person
Fixed a bug where the catapult could be turned faster than intended
Fixed the spawning naked bug in Skirmish
Certain buildables will no longer perform depenetration, fixing cases where players would be teleported around and could break certain maps. Can cause players to get stuck as a result if they stay in the spot while it's building
Adjusted hitstop attack blending for new recovery
Fixed characters bouncing around on ammoboxes
Removed flying horse from FFA camp

Improved Footstep & human awareness sounds volume and distance - they are now louder and can be heard further without the sounds being LODed
Sound occlusion is now less extreme, meaning you can hear sounds behind walls or around corners louder and clearer

Added rudimentary chat filter toggle (Disabled by default)
Added tabs to post match screen on Duel mode (this setup will later be applied to other modes)
Added and/or updated the following languages: Chinese traditional and simplified, Italian, Korean, Spanish, French, Russian, German
Added new translators to credits
Split matchmaking modes into Ranked and Casual tabs
Players leaving and rejoining the server will now also have their kills/deaths/assists restored, not just score
Updated Bot and Credits backer attributions

Duke 5538 13219
  • 1
  • 30 Aug '19
 Jax — Community Manager

Welcome back!


This latest update includes a host of improvements and features to MORDHAU - starting with duels, we’ve now implemented our first iteration of ranked play, a variety of gameplay improvements, map balancing to Crossroads, quality-of-life improvements, new cosmetics and more!

This update is the first of multiple coming to MORDHAU within the coming weeks; we’ve decided to break up our incoming additions into smaller updates to ensure that we can release new content without excessive delays. Expect iterative patches coming in the very near future that will build upon what’s currently available, and stay tuned for even more content and features soon, such as new maps, modding support, more gameplay adjustments and improvements for weapons, shields and archers, the new Invasion game mode, ranked 3v3 mode and more!

If you’d like to read all the changes for this update, check out our changelog:

As said above, we've decided to break up the content and features we’ve been working on for the past few months into smaller, progressive updates that will gradually build upon the base game. This will allow us to release specific things when they are ready, instead of holding up progress until all of these features are complete. We expect to have a much quicker turnaround between our latest update and the next; while we don’t have a specific timeline, a reasonable estimate would be a matter of weeks between these updates.

You can look forward to (in no particular order):


Feitoria and Castello are nearing completion, and should be ready very soon! To provide a bit of insight, these two maps are in different stages of completion, with Feitoria being closer to a release. Expect these maps to come along with other updates, but it’s likely that they will come in different patches.


The Invasion game mode is an asymmetrical attack-defend mode with a heavier emphasis on teamwork, objective interaction and a more focused experience than what you’d find in Frontline. Progress has been great on this mode, and at the moment we’re currently play-testing it on Camp, so we can further refine the mode before adding it to other maps. We plan on polishing this up in the coming weeks, and implementing the mode on all maps that currently have Frontline enabled.


With our latest update, we’ve launched 1v1 duels in a “beta” state to further refine our matchmaking, Elo system and to gauge interest in the game mode. Once we’re satisfied with the state of duels, we’ll be expanding this mode to include ranked 3v3’s as well. It’s important that we ensure duels play well first, and make sure that the gameplay and “meta” is in a good state before opening up the team variant.

Mod Support

While making a Software Development Kit (SDK/mod tools) is a big priority for us, it’s also a major undertaking that will require quite a lot of development resources, and ultimately quite a bit of time as well. To help support our wonderful modding scene, we’re currently in the process of implementing mod auto-download features - server owners can simply select what mods they want, and players only need to join the server to download these mods!

These are just the main areas we’re currently addressing, but more progress will be coming in the future as well. Thank you for your patience, and we’ll see you on the battlefield!

1323 2009


Happiness is an internal process. A decision each soul must make for itself. BLOODLUST

With the help of crystals I feel more in tuned to the vibrations RED PARRIES of the universe and I feel the love emanating from everything... FEMALE CHARACTERS

I have decided to be happy no matter what negative external influences SHIELDS may be trying to affect my positive aura CLEAVER

I've also started microdosing LSD and magic mushrooms to over come RAPIER the trauma from previous negative outlooks. NO BLACK PEOPLE IN MORDHAU Only good vibes FIREBOMBS from here on out :)

2 5
  • 2
  • 25 Aug '19

Hi, first time poster.... ducks
Not been playing long, level 46 or whatever... I play the game daily and enjoy it.
Until recently I was raging at some of the things in the game... The griefing, the horses, the imbalanced maps, catapults ballistas, no patchie etc

But. Idk. Something just changed the other day, I decided to not care as much and have fun regardless!

1st: On a map like crossroads I now spam red and join... but with a meme toon to have fun while giving blue an extra chance. (I play knight with a stick on that map now and wait crouched next to the stairs at the blue entrance. It is much more fun than trying to get blues act together... will save that for another day... I'm sure blue could use a start that would help them win more games there... dont take horses etc because every man is needed for reinforcements at the further away centre point than reds from spawn.

While doing this I've noticed quite a number of red who are doing the same, as in having meme toon fun.... I'm starting to think that red could win there even with only 1 point weapons.
2nd: If I get killed by catapult or ballista I just have to let it go, and respawn... sometimes life is not going to go my way... and that is what makes it all the more sweeter when it does. I still hate horses though :)
3rd: The patch. Wow. So much fuss over wanting a patch. I remember when you bought a game (for the amiga or C64, whatever) You NEVER got a patch... lol... I mean.... how fucking entitled and spoilt are we now?

Honestly even if there was never any other patches at all what so ever... man, this game is still good.
Okay, I'm in danger of critting people with a wall of text and I can't be arsed to do that... unless you want to text me photos of your mum coming out of the shower... I'd crit that!

ducks again

Knight 766 3316
  • 27 Aug '19

Welcome, brothers and sisters to our nightly gathering. Tonight, we pray to our almighty Geach and Vesanus. Praised be their names, it has been all too long since our last patchie, but my brethren NOW, now is the time to remain strong. Keep vigilance and open eyes. Someday soon patchie will arrive and we will rejoice once more. These are dark dark days, but do not forget the light that is Jax. These evil demons, mods will try to bring you down, but never fear. Never fear and prevail, such is our way. ALL HAIL THE DEVS ABOVE. AMEN!


Duke 5538 13219
  • 3 Jul '19
 Jax — Community Manager

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.

11 39
  • 20 Jul '19

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!

1 1
  • 20 Jul '19

Great to hear! Love the game, keep up the good work.

Very excited to hear about horse balancing.

Knight 2 1
  • 20 Jul '19

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!

Duke 5538 13219
  • 19 Jul '19
 Jax — Community Manager



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.


Content / Maps

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.


Game Modes

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.

Balance & Gameplay Improvements

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.


Quality-of-Life / Miscellaneous Improvements

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.


Mod Tools / SDK

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.