Published on: October 2026

Game technology: HTML5

Platforms: PC, Phone, Tablet

Half Sword is a physics-based medieval combat simulator where the player begins as a commoner and fights through brutal tournaments in 15th-century Europe. There is no traditional fantasy story, magic system, or combo-based combat. The goal is to survive increasingly dangerous fights, obtain better equipment, and work toward becoming a knight. Every weapon is controlled through physical movement rather than fixed attack animations, so swings, thrusts, blocks, and accidental collisions depend on how the player moves the mouse.

Every Swing Uses Real Momentum

Weapons have weight, reach, and momentum, making positioning important during combat. A sword can be swung from different angles, used for thrusting, or brought close to the body for tighter attacks. This is where the game’s name comes from: half-swording involves gripping part of the blade to gain more control at close range. Opponents use the same physics system, so weapons can collide, limbs can become tangled, and losing balance may be as dangerous as taking a direct hit.

The main gameplay includes:

  • fighting one-on-one duels and larger melees;
  • directly controlling weapon movement with the mouse;
  • cutting, thrusting, blocking, and parrying;
  • using swords, shields, polearms, and other medieval weapons;
  • wearing historically styled helmets and armor;
  • targeting exposed areas around protective equipment;
  • dealing with wounds, bleeding, and limb injuries;
  • progressing from poorly equipped fighter to armored combatant.

Armor Changes Where You Need to Attack

Half Sword does not treat armor as a simple numerical defense bonus. Plate can stop attacks that would seriously injure an unprotected fighter, while gaps and less protected areas remain vulnerable. This means heavily armored opponents often require different tactics from lightly equipped enemies. Weapon choice also matters because a tool suited to cutting an unarmored target may be less useful against strong plate protection.

Duels and Melees Demand Different Tactics

One-on-one fights allow the player to concentrate on spacing, weapon angles, and the opponent’s movements. Group battles are less predictable because attacks can arrive from several directions and other fighters can interfere with a duel. Ragdoll physics add further instability, especially after hard impacts or when characters collide with each other.

There are no conventional character levels built around unlocking special combat skills. Progress is primarily connected to surviving tournaments, gaining access to stronger arms and armor, and becoming more capable through equipment and player experience. Half Sword therefore focuses on physically controlling medieval weapons and understanding balance, distance, protection, and momentum rather than memorizing predetermined attack combinations.