Ser Arthur Dayne
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  • Date joined 17 May '16
  • Last seen 10 Oct '20

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Duke 5562 13285
  • 14
  • 21 Sep '20
 Jax — Community Manager


Check out our new merch at!

Update 19 is finally here!

With this update we’re releasing Ranked Teamfight - work your way up the leaderboards in a fast paced 3v3 mode! Face off against similarly skilled opponents with your friends, or queue in solo if you prefer.

Alongside the new mode, we’re releasing two new smaller-scale maps Arena and Truce, which will be the maps used in both Teamfight and Duel, and will also be available in the Deathmatch, Team Deathmatch and Skirmish modes. Also in this patch, there is a new mode replacing Battle Royale, Brawl - hop into quick, face paced matches with smaller player counts.

See the full list of changes below on Steam, and enjoy!

Duke 5562 13285
  • 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!

Duke 5562 13285
  • 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.

168 1700
  • 8 May '19
 elwebbaro — Art

Patch #04 Changelog: 08/05/2019

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.


  • Matchmaking improvements
  • Joining a server will now reserve a slot in advance, fixing the issue of being booted after loading.
    Server owners will have to make sure that the beacon port (15000) is reachable; it can be overridden on the command line with BeaconPort=<port>

Maps & Gamemodes

  • Fixed players being able to get out of bounds on Mountain Peak
  • Fixed some icicles not dropping on Mountain Peak
  • Weapons/projectiles no longer collide with bounds on certain maps

Visuals & Misc.

  • Fixed spectators being kicked for AFK even when moving
  • Fixed fire kills not being tracked
  • Fixed pyromaniac achievement not working
  • Fixed Whack A Mole achievement
  • Fixed couched head kills not being tracked
  • Potential fix for a rare(?) crash (could also crash the server)
  • Added m.ThirdPersonDeathCamera by default it is disabled, added it to settings as well. Does what it says, forces 3p camera on death. Can help for people who get motion sick.


  • Increased volume of human footsteps and horse galloping, increasing sound awareness
  • Catapult & Ballista firing sounds can now be heard from further away, increasing awareness
  • Fixed horn on camp being too loud at certain times
  • Increased volume of low stamina breathing and made it more even across voice sets, making it easier to notice in fights
  • Lute is now louder


  • Added friend UI marker - can be toggled with H, in the options or m.friendlymarker console command. Has 3 states (friends & party, all teammates and off).
  • Frontline spawn screen now shows friends and party members as orange dots
  • Added “Show Killed By” toggle in the options or m.ShowKilledBy, can be used to turn off the killed by panel
  • Tutorial reward message on main menu now hidden when it is completed
988 6974
  • 1
  • 18 Apr '19
 marox — Project Lead

Mordhau is coming to Steam on April 29th 2019. Wishlist it now
Enjoy the trailer!

988 6974
  • 30 Mar '19
 marox — Project Lead

We will be testing Frontline for a day again, today (March 30th) at 5 PM CET. We're primarily looking to fill up European servers with 64p to test server improvements. See you there!

132 1228
  • 29 Mar '19
 Maxilatorn — Art

@Stumpy said:

@Maxilatorn said:
There was a change to the steam backend that doesn't match the setup in the engine, it'll be fixed by next patch.

Ohh Maxi please make sweet love to me

No thank you.

132 1228
  • 27 Mar '19
 Maxilatorn — Art

There was a change to the steam backend that doesn't match the setup in the engine, it'll be fixed by next patch.

Count 449 1186
  • 23 Mar '19

I made this video addressing a potential issue. The developers could be withholding lore intentionally, which is makes sense so we can focus on technical feedback; Nevertheless, I believe going into release without any background or basic lore would hurt the marketing for this amazing title.

Duke 5562 13285
  • 15 Mar '19
 Jax — Community Manager

The focused testing event and beta build #1 are now live! For this weekend you will be able to test some of our newest and most exciting features yet - today, we’re offering Frontline on Camp, tomorrow Battle Royale on Grad, and the day following co-operative Horde on our newest addition to the map pool, Taiga. You can also try out the tutorial by clicking in the news tab on the main menu, which will give you a hefty boost in gold!

In addition, we’re introducing cosmetic progression, the first wave of Kickstarter Backer rewards and many more changes and tweaks. The official soundtrack is now available in game, more voices have been added, and more weapon and armor cosmetics as well!

Please note this update will only be available for the times specified above, as one of the main priorities is to collect specific feedback and gauge official server performance and matchmaking.

See you on the battlefield!

Duke 5562 13285
  • 1
  • 12 Mar '19
 Jax — Community Manager

there are at least 5 cosmetics in that picture that aren't available currently ;^)

Duke 5562 13285
  • 12 Mar '19
 Jax — Community Manager


988 6974
  • 1
  • 12 Mar '19
 marox — Project Lead

Attention all backers!

NOTE: This is a closed test for Kickstarter backers only. Access to the game is otherwise not possible at the moment, but release is coming soon!

As we approach towards having everything ready for release, we need your help to do some stress testing and identifying any show-stopping issues. Starting on March 15th (Friday) at 5 PM CET (Central European Time), until (including) March 17th (Sunday), we will be running organized tests on the pre-release build, where you'll get a taste of what we've been working on.

This time around, we really need to hit high player counts, so we are going to be limiting the servers to guide the testing phase. We will be doing themed tests each day to focus the population, starting with Friday - Frontline on Camp, Saturday - Battle Royale on Grad, and ending with Sunday - Horde on Taiga. Outside of these dates, the new modes will not be available to play. We are doing this to ensure that all those who wish to try them out show up on the days mentioned, ensuring a high peak. During the testing we will have servers in EU, US, AUS and SA.

After the weekend testing period, we will be rolling back the game to the current test build which will remain up until closer to release. Assuming there are no major issues, we will then proceed with our preparations for release and will announce an exact date shortly after. Good times are coming.

(Sneak peak below of the new armory poses :))


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  • 3
  • 21 Feb '19

@Huggles said:
The thing is tho, you really don't want too strong of a lunge period imho. People use the analogy of like ice skating to describe the game when lunge is crazy, but I think jet packs are more analogous.

It's just the BURST of speed that feels shit for judging range.

It's a burst of speed that is not obviously conveyed through animation. When lunge is too strong it feels like anyone can be in range at any time and it makes it crazy hard to track where everyone is in the middle of a fight.

It turns teamfights into basically just mindlessly riposting and doing the most ridiculous far fetched morph drag target switches with lunge.

It leaves newer players LOST like shroud who was just walking and such while swinging and everyone else is just VROOMING around everywhere with crazy lunge.

The part about shroud is just flat wrong. There are enough arguments against lunge so there is no need to put in misinformation.

Shroud, like many other newer players, did not know that you can sprint while attacking. That is why he was walking. Absolutely nothing to do with lunge.

He actually would have been much worse off without lunge since his range would have been even more gimped compared to people who know about sprinting while attacking.

Duke 2266 4010
  • 21 Feb '19

The thing is tho, you really don't want too strong of a lunge period imho. People use the analogy of like ice skating to describe the game when lunge is crazy, but I think jet packs are more analogous.

It's just the BURST of speed that feels shit for judging range.

It's a burst of speed that is not obviously conveyed through animation. When lunge is too strong it feels like anyone can be in range at any time and it makes it crazy hard to track where everyone is in the middle of a fight.

It turns teamfights into basically just mindlessly riposting and doing the most ridiculous far fetched morph drag target switches with lunge.

It leaves newer players LOST like shroud who was just walking and such while swinging and everyone else is just VROOMING around everywhere with crazy lunge.

Duke 60 165
  • 18 Feb '19

Boy horses should get, umm, distracted when the other side has girl horses. For historical accuracy.

988 6974
  • 7 Feb '19
 marox — Project Lead

@elwebbaro said:

@marox said:
We're on 4.19.

Maybe you are, but the rest of us is on 4.20.3.

Well, shit

Mercenary 1263 2304

@wierHL said:
Already got 1 friend who's definitely gonna play, I'll see if I can gently spread the word some more.

There's also a horde of people stuck playing chivalry that desperately desire liberation from their suffering.

988 6974
  • 2 Feb '19
 marox — Project Lead

@Milosh_Obilic said:
Will there be any plan to get Bots sprinting enabled/integrated as a variant behaviour tree for each Bot character. Possibly a setting you can enable/disable when creating a LOCAL game? If not, will there be changes/additions to bot behaviour trees prior to SDK launch? Very happy with the current ones, however kiting them with back-peddle + repeated stab or long ranged slash is OP 1v1. Pretty well optimised for horde mode though. A sub-variant behaviour for offline games only, to accomodate players that want to practise 1v1 would be much appreciated by myself. Based on the fact sprint enabled combat for bots would be real useful in SDK modding applications, I feel this is a reasonable request/question.

Bots have had significant changes, especially basic movement. Among the changes are also things like being able to open doors, clear destroyables, climb (sometimes), use ranged weapons where appropriate including throwables, use emotes and voice commands, look for weapons when disarmed (or simply without a weapon), duck attacks and footwork, they also avoid having too many bots on single enemies (usually at most 2) and will position themselves opposite to other allies to maximize their ganking potential.

Their parrying behavior has been reduced a bit to make them more enjoyable to fight instead of being these impenetrable walls, although Seymour remains unaffected.

988 6974
  • 30 Jan '19
 marox — Project Lead

@Baron said:
Woooaaaw so much hyyype!
Maybe this question was asked before, but are you planning on letting us preorder the game?

We tried to originally, but Valve wouldn't let us do pre-orders because they only do those with developers that successfully released a product on Steam and have some form of relationship with Valve in that sense. So we'll just have to do it the old fashioned way.