HomeGamesUpdatesPricingMethodology
Steam News14 February 20264mo ago

Weapon Logic Updated + Added Bow and Arrow

After countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level.

Full notes

Full Sword World VR update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions4 changes1 removal
  • Performance
  • Gameplay
  • Balance
changedAfter countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level.
removedThe Strength stat now plays a much bigger role. Even though it no longer increases attack power directly, it affects every aspect of combat :
changedthe swing speed of all weapons, stamina consumption, and weapon collisions against enemies are all governed by Strength.
addedReworking the entire weapon system took an enormous amount of time, so only two new weapons have been added so far: a greatsword and a bow.
addedThe greatsword is for players to test the feel of different weapon weights, and the bow is to prepare for ranged enemies later on — I’ve added it early just for you to try out.
changedIn the next update, I plan to overhaul the armor system.

Sword World VR changes

changedAfter countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level.
removedThe Strength stat now plays a much bigger role. Even though it no longer increases attack power directly, it affects every aspect of combat :
changedthe swing speed of all weapons, stamina consumption, and weapon collisions against enemies are all governed by Strength.
addedReworking the entire weapon system took an enormous amount of time, so only two new weapons have been added so far: a greatsword and a bow.
addedThe greatsword is for players to test the feel of different weapon weights, and the bow is to prepare for ranged enemies later on — I’ve added it early just for you to try out.

After countless trials and tests, I’ve finally settled on the current method, which balances the behavior of the physics engine while keeping player input delay at a reasonable level.

The Strength stat now plays a much bigger role. Even though it no longer increases attack power directly, it affects every aspect of combat:

the swing speed of all weapons, stamina consumption, and weapon collisions against enemies are all governed by Strength.

Reworking the entire weapon system took an enormous amount of time, so only two new weapons have been added so far: a greatsword and a bow.

The greatsword is for players to test the feel of different weapon weights, and the bow is to prepare for ranged enemies later on — I’ve added it early just for you to try out.

In the next update, I plan to overhaul the armor system.

Right now, armor simply adds flat defense to the body.

In the next version, each piece of armor will calculate damage based on actual collision hitboxes.

I’ll also add more weapons, likely including large hammers, spears, halberds, and other weapons with uneven weight distribution.

Source

Steam News / 14 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.