Battle Match: Samurai Wars news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score80% positive
- Total reviews5
- Release dateMay 11, 2026
- DeveloperRecreative Research AB
- PublisherRecreative Research AB
Genres: Simulation, Strategy, Free To Play, Early Access
Company pages: Developer: Recreative Research ABPublisher: Recreative Research AB
Battle Match: Samurai Wars Steam news
Battle Match: Samurai Wars news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Things that were, and things that are, and things that yet may be - 8 November 2025
I've been posting short development planning and sprint review notes on the community forum. So far those notes don't have many views, and may have been too brief and cryptic to make much sense to anyone but myself. It's been I while since I posted any substantial development updates, and as I'm getting questions and feature request it's time for a longer dev-log post.First, a few words about my background:I grew up in Stockholm, Sweden, and have always been interested in games and computers. Learning programming early on, I enjoyed writing small simple games that I could play myself or try out on my friends. I started working on a real game (Mission Starlight) with a friend while studing Computer Science at Stockholm University.This was in the ancient pre-internet era, so we had to send out paper-based emails (aka letters) and physical demo disks to publishers in order to get it releas…
- Join the pre-release playtest! - 25 June 2025
While the Early Access release is still several months away, I can now announce that the mobile versions will be released at the same time as the Steam release. However, as I'm eager to get feedback on the game, I've decided to run a pre-release playtest. If you don't mind some missing features and are happy to report any strange issues, you are most welcome to join. July is vacation month, so the development pace will be slower, and no new features. I will try to adress any issues with the functionality implemented so far that might pop up during the pre-release testing. The battle mechanics are not yet fully implemented in detail, but the basics of the sandbox is working so please test and give feedback the camera and command gestures. The online lobby is unfortunelty still missing, but is planned to go live in August.Join the Playtest on Steam!
- The sandbox is now online! - 9 April 2025
I’m very pleased to announce that the server infrastructure that I’ve been working on for the last couple of months is nearing completion, and that the sandbox can now be played online in multiplayer mode. This is now working: Go to https://battlematch.io and click the Sandbox button to launch a new sandbox. Each sandbox is assigned a unique web address (url), and anyone can visit that sandbox by entering the address in any browser. There’s no lobby yet, so currently you have to invite other players by sharing the sandbox link. Online play requires that you are logged in and have Battle Pass for hosting the battle online. During pre-release, you can get one by adding the game to your wishlist. Note: You need to set the Game details in you profile to Public. After changing the profile settings in Steam, you need to logout and login again by clicking your avatar in the top left corner of…
- Wall of spears - 25 October 2024
This sprint started with some visual improvements, most noticeably the rendering of weapons, but also some minor tweaks regarding terrain and water rendering. Although there are more things I want work on regarding rendering (commands are still placeholders, animations would be nice, and 3D models, etc…), I think that the current state is good enough for launching EA, so I will not work on that until the game is more complete, probably towards the latter half of EA. I have tweaked the camera gestures and, apart from some corner case issues, I’m now pleased it is working more or less as intended. There are no settings yet, the keys are: WASD = move camera QE = orbit camera RF = tilt camera ZX = zoom camera C + mouse = orbit/tilt camera mouse click/drag = move camera Finally, I worked on movement and melee mechanics, and added some basic collision and casualty calculations. The Battle Mat…
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