PHYSICS-BASED COMBAT | BLOODFALL | Tech Showcase

First person melee combat POV

"Phenomenal," "insane," "peak," "awesome", "really f***n cool" - that’s what gamers have been saying about last week's BLOODFALL Tech Reveal  on YouTube and Reddit - the response confirmed that the hunger for higher fidelity combat simulation is at an all-time high. BLOODFALL's High-Frequency Harmonic Resonance Model is the answer to that hunger - but the tech is only half the picture, because what truly matters are the game mechanics that emerge from it:

Today, I'm launching a new Technical Showcase video to demonstrate some of the emergent weapon interactions in BLOODFALL : The First Temple  -  the first ever physics-based game where you control your weapon's direction by moving the mouse in first-person view.  My goal is to get 1,000 people to WISHLIST the game on Steam before June 15th (Steam Next Fest). 

 WATCH THE NEW TECHNICAL SHOWCASE


 

Classical Physics Integration
No animations. Every movement and collision in the video is exclusively governed by physical forces.

Material Physics & Interactive Fidelity
Objects are governed by internal material parameters including flexibility, elastic modulus, and energy dissipation rate. Wood, metal, and stone behave differently. Objects feel like truly reverberating solids rather than dead weights. Weapons interlock, bounce, reverberate, and stabilize in real time. Every interaction is unique and unscripted. This is due to how the game simulates High-Frequency Harmonic Resonance, moving game physics beyond simply simulating momentum transfer and much closer to modelling how energy actually reverberates and dissipates through objects.
 
Highly Optimized
BLOODFALL runs at 144hz on mid-range gaming laptop (3070, i7), without stutters or hitches. It is built with high-performance in mind. 

Directional Combat
The key to victory is choosing the correct angle, speed, and time to move your weapon.

Direct Mouse Control
You don’t press a button to perform a swing; the sword simply follows your mouse movement in a non-discrete, real-time stream. Because there are no pre-set moves or animation windows, you never have to wait for a move to complete before applying new input. Your weapon is a direct, continuous extension of your intent at every frame, allowing you to express yourself exactly as you wish at any moment in time. This makes for combat that is high-speed, skill-based, and very intuitive. 

Immediate Responsiveness
Unlike the "puppet-on-strings" feel of Half Sword or the "underwater" weight of Exanima, despite being physically simulated, BLOODFALL is even more responsive than the current genre-standard for responsive directional combat - For Honor. In BLOODFALL, weapons are not overly damped; if you change your mind, you can alter the direction or interrupt your own movement mid-swing. Your weapon is always ready to obey, so that you can focus on fighting enemies - not the physics engine.  

Functional Geometry
Your weapon’s shape is not just decorative. You can actively catch incoming strikes with your guard, making the specific size, shape, and location of your guard a gameplay element rather than an aesthetic choice. This opens up many possibilities for functional customization of weapon shapes, which I'm considering exploring down the line.

Real Parrying System
Parrying is done by physically pushing incoming weapons out of the way. There isn't a special "parry" action. You simply choose which direction to push the incoming weapon. 

Who is BLOODFALL for?
BLOODFALL is built for the combat purist who refuses to compromise on mechanics. If you have played the greats but always felt something was "missing," this is for you:

  • For fans of Mordhau who want continuous, intuitive input and pure physics simulation. In BLOODFALL, the sword is always "live". No animation-locked states, just raw kinetic energy simulated in real time.
  • For fans of Bannerlord who want fluid movement that makes you feel like a martial arts master rather than a 1920s clockwork robot.
  • For fans of For Honor who demand precise, high-fidelity physical interactions along with precise control of weapons.
  • For fans of Exanima who want to fight the opponent - not the physics system.
  • For fans of Half Sword who want responsive control over unpredictable chaos, backed by high-tier optimization and performance.

Ultimately, this is for anyone who loves any of these classics but has been waiting for a truly immersive, First-Person experience that rewards responsive, physical intuition over pre-set moves.

The Developer
BLOODFALL: The First Temple is developed solo by Hayk Amirbekyan, founder of Hypermad Interactive.

🩸 Wishlist BLOODFALL : The First Temple on Steam to ignite the combat revolution.

⚔️ FREE DEMO in June 2026 | You will receive an email from Steam when the demo drops.

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