These NEW Mechanics in Half Sword Change EVERYTHING
A complete breakdown of Early Access combat changes: new weak points, jumping, refined sword play, and weapon buffs that transform the game.
Half Sword has finally launched in Early Access, and the combat system has received a massive overhaul. From new weak points to completely reworked sword mechanics, here's everything that's changed and the new techniques these updates unlock.
New Character Weak Points
Your character now has two devastating new vulnerabilities that completely change close-quarters combat. Smart players will exploit these, and smart defenders will protect them.
Groin Attacks Are Lethal
Yes, you can now kick enemies in the balls. And it's incredibly effective:
- Natural reaction animation – The enemy puts their hand down by their waist when hit
- Sustained attacks are devastating – Keep kicking and you'll hear a "crushing" sound effect
- Already nerfed! – Damage was reduced because it was "too broken" at launch
Pro Tip
Even after the nerf, groin kicks are still very strong. Use them to stagger armored opponents before going for the kill.
Choking Mechanic
The other lethal addition is the ability to choke your opponent. This is a finicky but incredibly satisfying way to win:
- Grab their throat or mouth and hold
- If held long enough, they give up without dying
- Opens the door to non-lethal victories
Movement System Overhaul
The biggest change to movement? You can now jump. That's right – hold Spacebar and release to leap.
Jumping Mechanics
- Flying attacks become possible (though mid-air kicks aren't working yet)
- Pre-jump crouch is very low – lower than normal crouch
- Cannot move while charging a jump
- Extremely unstable – any bump or arm movement causes you to fall backward
Stability Warning
The pre-jump crouch makes you extremely vulnerable. Don't charge a jump when enemies are close – they'll knock you over easily.
Voluntary Lay Down
A subtle but useful change: you can now lay down whenever you want without getting hurt first. Previously, you needed to be injured to end up on the ground.
Ground Combat Revolution
Being on the ground no longer means you're helpless:
Before (Demo)
- • "Sleep paralysis" – couldn't move arms at all
- • Only options: grab with hands OR kick with legs
Now (Early Access)
- • Full hand control while on ground
- • Can grab and control opponent's limbs
- • Sweep attacks as you get up
- • Leg kicks disabled (trade-off)
Jiu-Jitsu Potential
These ground mechanics open the door to real grappling techniques like sweeps and submissions. Expect the community to develop crazy ground game strategies.
Lighter Character Feel
Overall, characters feel much lighter than before:
- You'll trip and fall more often
- But you can take down opponents more consistently
- Dominating downed opponents is much easier
- Combined with the new declo (clothing) removal, positioning is more realistic
Combat Mechanics Rework
Kick Changes
Kicks received a nerf to spam speed:
- Can't chain kicks as fast as in the demo
- RIP Kazatski technique – the rapid kick dance move is no longer possible
Punch Overhaul
Punches are now much more controllable:
- Mouse movement width determines punch type
- Narrow movement = Jab
- Wide movement = Hook
- Better range of motion = more consistent hits
Sword Play Evolution
This is where the magic happens. Sword combat has been completely transformed:
- Swings feel dramatically smoother
- Guard transitions are buttery – this is what enables precise attacks
- Enhanced pitch, yaw, and rotation control when sword is extended
- Better weapon interaction possibilities:
- Beat – Bat opponent's weapon aside
- Bind – Continuous blade contact to control their weapon
- Parry – More accurate deflections
Developer Props
Hats off to the devs – the level of sword play now possible is absolutely legendary. The smoothness is a game-changer.
Revolutionary Stab Mode Exit
This might be the single most impactful change for experienced players:
Old System (Demo)
- Had to release mouse button to exit stab mode
- Lost control during transition
- Clunky and interrupted flow
New System (Early Access)
- Quick flick in any direction exits stab mode
- No need to release mouse button
- Seamless transition between stabs and slashes
- Maintain full weapon control throughout
New Attack Pattern
If you thrust and miss, simply drag your weapon back to slice on the return. This is far more effective than it was in the demo.
Damage System Upgrades
Helmet Splitting (Yes, Really)
In a jaw-dropping new feature, you can now cut helmets completely in half:
- Helmet AND head can be split in two
- You can pick up and throw half a helmet
- Either the material is very weak or your sword is a lightsaber...
Blunt Weapon Buff
Blunt weapons have received a significant damage increase:
- More damage to both armored and unarmored opponents
- Previously required "perfect hits" to feel impactful
- Now consistently effective – a welcome change
Other Notable Changes
Auto-Parry Status
The controversial auto-parry system is still present with no toggle option. However, it feels less pronounced than in the demo – likely because players now have much better manual control over their weapons.
Final Verdict
These changes represent a massive step forward for Half Sword's combat system. The improvements to:
- ✅ Sword control and guard transitions
- ✅ Stab mode fluidity
- ✅ Ground combat viability
- ✅ New attack options (groin, choke, jump)
...all combine to make combat feel closer to real sword fighting than ever before.
Early Access Note
There are still performance issues and minor bugs, but the devs are actively working on fixes. The game is in extremely promising shape for Early Access.
The direction Half Sword is heading is incredibly exciting. Get out there and master these new mechanics! 🗡️
Source: YouTube Channel Rubby Plus+