Sword World VR news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
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- Units sold (VGI)No data available
- Revenue (VGI)No data available
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- Total reviewsNot available
- Release dateJan 9, 2026
- DeveloperChubby Knight Workshop
- PublisherChubby Knight Workshop
Genres: Action, Adventure, RPG, Simulation, Strategy
Company pages: Developer: Chubby Knight WorkshopPublisher: Chubby Knight Workshop
Sword World VR Steam news
Sword World VR news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Enemy Model Replacement - 15 September 2026
Enemy Model Replacement
- Major Gameplay Update - 14 August 2026
Grasp‑holding logic, ragdoll system, and damage detection have all been replaced. These three are large‑scale, system‑overhauling changes that took three months to implement, yet they have brought noticeable improvements to feel and made combat more engaging. While the core logic is now functional, many previously implemented weapons such as the katana and shotgun have not yet been updated. These will be rolled out gradually in future updates. Nearly all abilities also require reworking and will be re‑enabled step‑by‑step later.
- Unit Weapon Holding Logic Modification - 24 May 2026
Added Laser Eyes skill as a tribute to Homelander (too bad the show went downhill). When unarmed, place hand at temple and press the trigger. Added multiple handling methods for situations where an enemy is grabbed repeatedly. Open one hand and hold it above the headset in a lookout pose; looking at an item will now display its description. Revised weapon spike logic, disabled piercing on limbs. Adjusted NPC weapon holding logic for better interaction with the player, though it feels less responsive as a downside. Added damage accumulation and damage amplification. Added dagger. The dagger comes with a skill: Phantom.
- New weapon: Transformable Staff. - 20 May 2026
New weapon: Transformable Staff. Revised the feel of two-handed grip. Weapons in weapon slots can now be replaced. Added a prompt for changing weapons in slots. Adjusted enemy spawn positions to prevent situations where players cannot reach them. Added a skill for shields. Added throw attacks against enemies. Added fall damage for enemies. Revised the archer's aiming logic.
- Added crawling and translation. - 19 May 2026
Adjusted the piercing feel, allowing players to grab enemies and use them as weapons.
- Fixed katana bug - 15 May 2026
Fixed katana bug
- Added javelins and enhanced NPC AI performance - 12 May 2026
Updated soldier logic: different combat modules are now used based on equipped weapons. Added modules for long spear, javelin, one-handed sword, sword and shield, boxing, and unarmed combat. Optimized the performance of NPC combat logic. Removed hit stun animations and replaced them with reduced movement speed when taking damage. Added limb damage for the player and corresponding injury effects. Added the javelin weapon, which deals extremely high shield damage when thrown. The next version will focus on fixing the katana, which currently has a bug that may prevent it from being drawn. Simple update notes like this will be used from now on; no need for cover images to save time for feature development.
- We’ve added squad battles - 15 April 2026
We’ve added squad battles, where you can use military flags to command allied units. You can now freely adjust the positions of weapons equipped on your character. We’ve tried various optimization methods and achieved some performance improvements; the system can now handle roughly 30 units simultaneously. We will continue refining combat feel and interactive combat mechanics. Next, we plan to enrich gameplay first, then focus on further performance optimization.
- Add new enemies and a new level. - 27 March 2026
Added archer enemies and a new level where players can battle against archers.Revised the NPC pathfinding logic and added a weapon switching system for NPCs.Adjusted the force application logic for two-handed weapons.Performance will be optimized in the next version. Currently, too many NPCs cannot be added as it causes lag.
- Added Tachi - 6 March 2026
Added the tachi and tachi skills. The sheathing logic turned out to be far more complex than I expected, and it took a lot of time.Adjusted enemy equipment to fit the character models better, with more accurate physics collisions.Enemy equipment will now break after taking a certain amount of damage.In the next version, I'll add enemies with different attack types to gradually expand the enemy variety.
- Fix Weapon Damage Bug - 26 February 2026
Fix Weapon Damage Bug
- Add Weapons - 26 February 2026
This version adds several polearms – feel free to try them out and see how they feel.The enemy's equipment and defense logic have also been adjusted.The next update will introduce armor destruction: heavy weapons will be much more effective at breaking enemy armor.
- Weapon Logic Updated + Added Bow and Arrow - 14 February 2026
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…
- Enhanced the skill system - 13 January 2026
Enhanced the skill system and added active skills.Added the Skill Shop, which is currently the primary method for obtaining skills.Added the first batch of skills, including War Cry, Heavy Strike, Knockback and more.Ranged weapons will be added in the next version.
- Official Early Access Launch - 10 January 2026
I originally thought I could choose Early Access (EA) when launching after the review process—but turns out EA has to be selected before review. Once approved, switching to EA isn’t allowed, so the game ended up launching as a full release by accident.That said, the game is still in active development: this version includes the starter dungeon, and the next update (which is nearly done—just needs a bit more testing) will add the Skill Pool. After that, we’ll roll out new weapons paired with new enemies, then refine the dungeons and add brand-new ones. Moving forward, the game will follow this "iterative spiral" development plan.
- Early Access Launch - 23 December 2025
We’ve just kicked off the Early Access phase, and the current content is identical to the Demo version. New features will be added soon.Your support means a lot to us!We sincerely apologize for the mix-up! I originally thought that once the Early Access version was ready, everyone would be able to jump right into the game. It turns out, however, that another round of review was required first.The good news is that the new update has just passed the review process (on January 10th, 2026)—you can check out my latest announcement for all the details. To be honest, this whole situation was a bit of a mess due to some mistakes on my end. Let’s just say I’m still figuring out how Steam works!
- Add Dungeon Mode - 28 November 2025
Here’s the natural, game-dev-focused translation (concise yet vivid, matching the update tone):After a month of regular development, I’ve finally completed the game’s core gameplay! My vision is to let players battle diverse enemies across various scenarios—and the solution I landed on is a Dungeon/Portal Mode. Each portal unlocks a completely unique world.For the next month, I’ll first polish the existing maps and add more details. Then I plan to expand the skill system: right now, all implemented skills are stat-boosting passives. Next up, I’ll introduce skills that modify or complement core gameplay. Stay tuned!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 15 September 2026 | Enemy Model Replacement | 1843481262705685 |
| 2 | 14 August 2026 | Major Gameplay Update | 1840944183779565 |
| 3 | 24 May 2026 | Unit Weapon Holding Logic Modification | 1833334318575689 |
| 4 | 20 May 2026 | New weapon: Transformable Staff. | 1833334318565800 |
| 5 | 19 May 2026 | Added crawling and translation. | 1832700592800179 |
| 6 | 15 May 2026 | Fixed katana bug | 1832700592790837 |
| 7 | 12 May 2026 | Added javelins and enhanced NPC AI performance | 1832700592784998 |
| 8 | 15 April 2026 | We’ve added squad battles | 1830163047254270 |
| 9 | 26 February 2026 | Fix Weapon Damage Bug | 1825727806708064 |
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