Official Twitter for
#BladeAndSorcery
.
A medieval fantasy sandbox for Vive / Index / Oculus Rift / WMR with full physics driven melee, ranged and magic combat.
#Nomad
is already pushing the Quest to its limits 😅 but the guys have been able to squeeze a little more out of it and improve Nomad graphics in U12. In U12.1 we pushed some improvements for the ocean; it has better textures and water foam.
Hi everyone! The
@BladeAndSorcery
U11 PCVR beta is now available. Info on features and how to access is here:
Nomad players, update 11 will come to Nomad shortly after the PC beta ends. Not sure how long that will be but hopefully it is not a long beta
Hi everyone,
@BladeAndSorcery
U12.3 has released for PCVR and Nomad. this has the mod manager release for Pico players, although Pico players should note the update might take a while to appear because Pico requires it be approved first.
@cusman78
@TheBaronReviews
Great question! PSVR2 is something that has been in our peripheral vision for a long time, but we couldn't really consider it because of the current workload. After 1.0 we can def look into that!
Great news guys, U11 is now fully released for
@BladeAndSorcery
#Nomad
. This brings the Nomad version back in line with PCVR once more. 🙂 The new U11 SDK has some great tools that should also hugely benefit the Nomad modding scene.
Update 8.4 beta 8 is now available. It has the new and improved blood and wound decals, weapon rebalancing, death animations, better dismemberment, self injury (dev option for fun only), performance improvements and various enhancements.
Hi everyone,
@BladeAndSorcery
U11.2 has been released for PCVR players. The U11 SDK has also been released along with some great new modder tools, so modders can properly get stuck into modding U11.
Warpfrog is seeking talented people to join our expanding team! If you love
#VR
and would be excited to be part of the
@BladeAndSorcery
journey, then check out our listings!
Senior Unity developer:
3d artist / level artist:
@Luh_Calm_fit
Hey! We won't know until PCVR dev is almost finished and then we can start porting onto Nomad and see how performance is. Worst case the perf is a nightmare, in which case we would need more time to work on Nomad alone, so then it would be released after PCVR.
@derekriggs121
You're swinging too hard. 😉 Unlike other VR "wiggle sword" melee games, your weapon swing is attached to your character, not to you irl. Control your swings - Smooth, clean strikes are more effective that flailing with force. Keep practicing!
@GamingRespawnUK
Thanks for the great review! Maps / weapons will keep coming (although the SDK is out next update so prepare for an almighty explosion of modder content in the meantime!) and a tutorial is planned for full release. 😀
@MenagerieWorse
@GuardianElax
Yeah exactly right! We will try our best to include everything for the new dungeon. In the old dungeon (outpost) it is only one room missing, so not so bad, but Nomad is also missing the sandbox Citadel map. We will know more when porting time comes!
Thanks for the nice and detailed review
@RtoVR
! And thanks for staying clearly it is just starting Early Access! Progression will be on the to-do list as development progresses. 😁
Playthrough of the animation update; new animations, better AI, dodging, improved predictive parry - Access the update by opting into beta on Steam!
#BladeAndSorcery
#VR
@reece_us
@heath_widdoes
It wouldnt be possible to develop and support two or more versions at the same time while the game is changing so much and so rapidly. I'd estimate it would be around full PCVR release of version 1.0 (then the pc version is done) that the ports could even be looked into. 2/2
@TurtleToons_
Hi, the Quest one seems impossible due to the tech limitations. The Quest 2 would be fantastic but we would have to see, so no promises for now. 😅
@strawfh
Thanks a lot for the positivity! By the time we reach 1.0 hopefully we will have a whole lot more content, and then there is dungeons to look forward to! But that's some ways away still. 😅
Finally got a chance to check out
@BladeAndSorcery
... Couldn't stop playing, happy to say I couldn't even get past easy difficulty. The more I played, the more impressed I was. The telekinesis alone is one of the most rewarding gameplay mechanics I've used in awhile!
@Zizaran
@TheBaronReviews
Thanks for playing! There are some great things coming in the next beta which will really ramp up the visceral combat even more; new wound and damage decals and death animations.😀
@DulledSaber
@creedmovie
@BeatSaber
Nice! I gotta agree there are many, many times when buying into an EA game sucks but glad this hadn't been a disappointment and thanks for supporting the development! 😁
@DJKal93171688
@24BitGames
Hello! We will have to wait and see. We would all like it to happen but there would need o big some big optimizations first to see if such a thing is possible.