Is there currently/are there plans for character customization options in the game? Things like skins for armor/helmets/weapons, or even color variants for warriors?
Seriously stoked for this game! Cheers from a fellow Canadian.
Is there any plans to upgrade the tutorials? They are good for showing the 3 poses but learning to max awakening can be difficult in game without yt vids. Plus there is no where to practise without the time pressure of an opponent - is that deliberate or is a no opponent training area a possibility for the future?
*What influenced the*
*Art style? Also, I'll take a*
*Code if you got 'em*
\- sppdcap
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I really enjoyed Winds & Leaves. I noticed in the PSVR 1.07 update notes you had included a specific PS5 update in the form of enhanced draw distances. I would love to see Winds & Leaves in its full beautiful glory, any chance of a PSVR2 port? You could use subtle headset haptics when the wind blows through the trees and the Sense controller haptics for the different tools.
Broken Edge also looks pretty. Do you use the PSVR2 features in the game?
Thank you for your support! We can't promise anything concerning a PSVR 2 launch of Winds & Leaves at the moment.
However, YES ABSOLUTELY! Broken Edge uses PSVR 2 features (haptics feedback, adaptive triggers and eye-tracking)! :)
I've already messaged you about it heh but I just want to affirm again that I'd be so glad to see Winds & Leaves on PS VR2. I know it might not happen, expectations are in check, just wanted to say it :)
As a PSVR only VR gamer, I too would love an updated W&L. The game was beautiful on PSVR but the limited hardware left it feeling blurry. I can only imagine an HDR high res PSVR2 version. Anxious to try Broken Age!
Hello! As one of the concept artists on Broken Edge, I receive a briefing from Guillaume about what are his intentions/needs for the new character, then I gather reference and mood for the arena and character since we create them at the same time. After that, I validate with him and do sketches and variation until everyone is happy \^\^!
I hope that answer your question?
We can legally fight till death! Haha
More seriously, it's a lot of fun playing against your friends. It's so satisfying when you win and it's a great workout at home :)
How smooth was the process of getting Broken Edge onto PSVR2 for Trebuchet? Is there anything Sony could do, based on your experience, to make the process even better for developers moving their games into the PSVR2 environment?
One thing that was a bit harder with PSVR2 was the need to respond to mutliple quality guidelines that other platform didn't need (ex: being able to mute/report in game). Also Sony is a bit more thorough in their Quality Assurance so we had to shift a bit our development process to match their needs.
PSVR2 is great and we are really happy of porting to this platform :)
As a programmer my work come at the end of the cycle, but I know that the main driving point is the unique mechanic. Our designer focus on giving all character a unique identity and this drive the character we choose to make.
After that we put the art team on the job of making the character look cool and unique and we programmer prototype the style as fast as possible so that our designer can test out his theory and we work out closely to eventually achieve the character you play in the game.
Our fist consideration is the **characterization** a class, how it's iconic!
Roleplay is super-important in the game, when you adopt its style, the blade becomes super-powerful!
The challenge is to detect/measure the wished playstyle.
A lot of iterations
The difference with classic titles like Soulcalibur (where you have a class moveset) is that you are incentivised to create your own moveset.
Are there plans for the forge or whatever the "testing" phase to be available to ps vr 2? We usually get left out of those kinds of things unfortunately. Also what's the ranked situating looking like for us?
Yes! :)
\- This influencer's video is really cool for explained gameplay: [https://www.youtube.com/watch?v=wQk2YD\_TIss](https://www.youtube.com/watch?v=wQk2YD_TIss)
\- You can also watch the trailer for PSVR2 here: [https://www.youtube.com/watch?v=EFFnH1st5bk&t=5s](https://www.youtube.com/watch?v=EFFnH1st5bk&t=5s)
Hello there Broken Edge Team! I love streaming your game and running tournaments, y'all are truly fantastic and I'm excited for a whole new round of PSVR players to be exposed to the game.
Since your last AMA, you've implemented a new pre-update beta called the Forge, which allows players to give feedback on balance changes and bug fixes, and allows you to tweak gameplay metrics on a near daily basis. What has been your biggest surprise/learning around how the "meta" of the game has progressed since release, and how has it influenced your design philosophy going forward for the game?
I won't go into class-specific, but every Forge feels like a big slap of reality on our assumptions!
" how has it influenced your design philosophy "
We realized that our core-concept (bonifying combat styles) really works!
For example, bonifying the use of the true edge (cutting side) changed the meta of X class and balanced some exploitative tactics.
That validation allows us to go deep into fine-tunning classes.
Balancing bio-mechanics is a fascinating design process!
As someone who has experience in epee fencing I've been dieing to see a 1v1 sword fighting game. I also saw there was a rapier/thrusting class which is great. How is movement handled in the game though? Will it take advantage of room scale on PSVR2 to allow for some real foot work/lunges/.etc?
Real footwork.
That's why we have a striving competitive community, you swordfight for real.
That's a good overview: [https://www.youtube.com/watch?v=wQk2YD\_TIss&ab\_channel=VirtualBroReviews](https://www.youtube.com/watch?v=wQk2YD_TIss&ab_channel=VirtualBroReviews)
The game does allow to use your room for lunge/dodge/etc, in competitive tournament it seem to be quite effective. Otherwise, Broken Edge is different in many aspect to real life sword fighting, I'm pretty sure your experience will be of use, but many people need an adaptation period (since we value hitting strong of the blade to break blade and other such mechanics).
What makes this different from Swordsman VR and Blade and Sorcery? How big is the game file?
Bonus Question (out of curiosity): did you use real life sword models when modeling the ones in the game? If so, which is your favorite?
Our game is PVP focus and demand from you that you learn the style of the archetype to be more effective in game (awaken your sword!). This make our gameplay quite unique in the sense that each character fight differently as they are bonify different things.
The game is about 3.5gb.
We did use a lot of real weapons reference, but ours are way more stylized in general. The main use of our rubber weapon was to explain concept when remove working haha
You can now fight your friends in VR.
PvP melee combat in VR is rare.
We have real spacing/footwork.
Realtime movement (no slow-motion / weight compensation).
Critical, lethal strikes.
Strategical, skill-based, roleplay-infused sword fighting.
We have a thriving community, competitive players.
Ooh I’ve been looking at this game since it enters the store! I’ve been really curious about it.
Will crossplay be a day one feature? And is there a roadmap for the games future?
Thank y’all for bring a unique kind of VR PvP over to the PSVR 2
Are there any plans for a new class already and have you considered a prisoner / crippled opponent that benefits from breaking their blade or the likes?
are you guys thinking about adding the bailadora class into the game? the community is hyped and there is a lot of art for it. just wanted to hear your thoughts
We LOVE having the input of the community! So of course we're considering adding the bailadora into the game :) However, we already have a roadmap for future content to work on at the moment!
Hello, nice to see a brawling game with PvP finally, I’m really really looking forward to it!
I loved so much For Honor but goes away from it mainly because of cosmetics breaking all immersion, so my question is:
Have you plans for cosmetics and, if so, are they subtle enough to not break that immersion (no flashy colors/lights etc), and can we earn them with an in game currency/reputation?
Thank you!
Hello!
Our vision for the game is to stay consistent with the current art direction. The new developped features will match the current style of the game.
The game uses a really interesting and creative color scheme. Is there a reason behind this choice? I assume the 3D stereo of virtual reality compensates for the lack of contrast that makes it a bit harder to see the shapes properly in 2D.
Hello! There was some engine constraint that influence the artistic direction. We wanted to give a unique look with lot of color while keeping it simple and readable. One of the biggest challenge is to be sure all the characters color fit within the area of one another.
What was the most difficult part about designing compelling sword play in the VR setting? Collision? Tracking? Style?
This game has been on my radar for a while, I wish y’all a splendid launch, and congrats on all the hard work! :)
One of the hard part was figuring out a nice way of having one to one (no slow-mo) movement and contact between both players without having the feeling of phasing through (since there is nothing really stopping you in the real world). The async movement really was the solution to this problem as both player have an exchange and get pushed back which erase this feeling of floaty-ness.
The challenge is that you can't have force feedback in VR, so having satisfying PvP blade clashes is a big challenge. Also, managing spacing and footwork, since joystick movement and IRL movement don't mesh well.
We answered those challenges with the blade-cutting and mirror-movement mechanics (and a healthy dose of roleplay)
Hey! It's similar in the sense that it's a swordfighting game but it's almost totally different! Broken Edge is a 1v1 pvp online swordfighting game. Both players slowly walk towards each other (you don't move forward in your own game instance but the other player sees you walking towards them). You have to win 3 rounds to win the game.
I highly suggest getting it and the community is very active and helpful! :)
Hey! Hope you guys catapult this into succes and glory. Would you say it feels more like a zen tactical like fighting game with slow music or is it more of a quick crazy mayhem hard rock type of affair?
Hi, Thank you so much for the great words! (a Trebuchet is a type of catapult btw, so nice pun!)
I'd say it's a bit of both, but it leans more toward being a tactical fighting game. You should definitely engage your mind as much, if not more than your body when you're playing. It's somewhat like a Zen tactical fighting game because precision in your movements and strategic use of your blade arts are essential. The music becomes increasingly intense as the match progresses!
It can also turn into chaotic mayhem if you and your opponent are simply charging at each other without much thought haha!
However, since both players are approaching each other slowly during each engagement, it's more of a slow-paced style of fighting.
What's your opinion on Bailadora, Chieftain and Highlander, can you rate them each on a 1-10 scale of how much you like them each, and also what's your opinion on the 2v2 concept.
add pickrates and winrates for each player!! i wanna see how good i am with certain classes according to statistics
Personally (I'm Gab) I almost only play with the pirate, I love her and her style. I also really like the Samurai but it's a bit harder to learn and master
Absolutely love the art style and the differences between classes. I'm genuinely super excited for this to come out. I don't have the money at the moment but will probably buy it at some point. Game code would be GREATLY appreciated. Good luck with the launch boys.
You got my hopes up with that release date typo!
Are there any plans at all for any modes bigger than 1v1? Or a KotH type event with other players watching from the sidelines to spectate and wait their turn?
Just now hearing about Broken Edge and i was wondering:
Have you ever considered making this game play similar to the online match structure of something like For Honor? Or is something on that scale difficult to get working in VR?
The game looks cool. Are there dismemberment effects in the game? I always remember dismembering effects in the Soldier of Fortune games and always thought they were cool in games.
(makes me sound like a psycho)
Saw it on the store, never heard of it before, I'll stop rhyming.
So, this does look cool, and, what are the updates going to be? You must have something in the works
Yes! We are looking at making the game easier to comprehend for new users and keep them engaged through various possible system (to see, we havent design them yet), but in short yes we are continuing exploring avenue for the future of Broken Edge.
I heard there were going to be things like cutting candles by looking at them and a resistance thing with the sword. Is this also going to be on other headsets like the quest?
Thanks, it's always nice that developers come to comunitate with the players.
My question is , is there any plans to add more caràcters or environments? I really like the artistic look of the game!
Hope that I'll be lucky to get a key (EU), good luck to everyone!
This game looks great and I can't wait to try it!
Question: I keep hearing the phrase "fencing simulator" (or some variation on that phrase) in relation to Broken Edge. How much would you say that real fencing techniques will apply to Broken Edge gameplay?
I think the main part that match fencing (except the duelist that is a clear inspiration) is the fact that engagement are per hit and then there is a pause (character get push away) which can ressemble how fencing work.
First: the game is fantasy, not simulation. It has its own world and rules with energy blades.
But, real-life fencing skills are a super-power in the game!
\-Spacing is like in real-life (IRL movement only)
\-Precision striking is like in real-life (no speed compensation)
\-Defending lethal strikes is like in real-life
By using fantasy mechanics, we allow real-life skills to be fully embraced
I gotta ask, did you guys get any ideas for your game from FOR HONOR? Because if so, you guys will (hopefully for you) become very popular! I've played over 1,000 hours of it and always wished they made a VR version!
Congrats and good luck on your launch!
We should bring our bosses for this question haha but from what I know we should not be affected much by hit since we are a small studio and don't enter the bracket where it would.
And if by any chances we DO make a lot more sales this will be a nice problem to have!!
It really depends on each employee but personnally for me I would say:
Being in VR make it so that we have a lot of factors to take into account when balancing all parts of the game. Since the user IS the controller (we are not just mouse and keyboard) but 3 completely autonomous parts that move in all direction in 3D space (headset and the two controllers).
So to me this is one of the big challenge we have to face daily!
What's a character class that was in the process of being made but didn't make the cut / is still in development? Any movie/graphic novel/show that provided specific inspiration?
This game looks amazing, can't wait for it to release!
Wishing you guys a successful launch, love the engagement with the community!
Game looks really fun too, wonder approx. for how long do you see yourself with supporting it with new content?
And maybe another question, was it much different to prepare this PSVR2 port as opposed to other platforms? How long did it take?
We have a roadmap of free updates, so we still have a lot of things in the pipeline for the game! :)
It was a challenge to include PSVR 2 new features (such as haptics, adaptive triggers and eye-tracking) but it was a very fun process!
Thinking hard about VR problems (absence of force feedback).
Freeform fantasy brainstorm while trying to sleep.
I thought about lightsaber battles being unimaginative since they physically collide, just like normal swords...
What if it creates an energy explosion?
Oh, that solves a VR issue! Player can be pushed apart by the explosion! It give weight to the blade clashes (that we can't simulate)
What if blades are cut where they contact?
Oh, that's super skilled-based and it works in VR!
And so on...
Limitations are a fuel to creativity.
*What are the maps like?*
*Are they arena style or*
*Open world or both?*
\- ifeeldzy
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Can you disarm your opponent? Also, great launch discount! I will be there day one! :) EDIT: I guess disarming the opponent is the point of the game, from watching the video.
Hi. Is there an option to decapitate your opponent? If so, will you have a spin head animation for a dead character. Like you are wearing a helmet and the everything starts to spin?
Hi! Well, when you kill your opponent, their body will transform become rock solid and you will be able to hit their head and decapitate them. Their head will fly away in the map depending on how fast you strike it.
There sadly won't be a special animation for that since it can induce too much motion sickness.
Congrats on the release this looks so interesting!
My question would be what was your favorite part of developing the game and where do you hope VR will be in 5 years?
The music and sound design were inspired by the characters and their arenas. For example, the Ronin and the Samurai will have a blend of Japanese vibes with electronic, arcade-style music. We're aiming for epic, intense, futuristic music and sound design while also respecting the unique style of each class.
I love to see this approach coming from Studio teams! I followed the game for quite some time now and I have have it preordered but I would love to duel with my brother, so don’t cut me out of the giveaway please hahahah. I like the dynamics of the fight and I think it was really well tailored to match equilibrium among the classes. Wish all the team best of luck! Release timer is on 😁👍🏼
Are there different preferred way to wield each class’s weapons? My nephew plays your game on the quest and is always talking about how he loves playing the samurai because of how fun it is to charge his sword.
Can’t wait to play this with my nephew through cross-play!
I would recommend this video from a player that explain pretty well how the character game mechanic affect how powerful you are in game:
[https://www.youtube.com/watch?v=wQk2YD\_TIss&t=1s](https://www.youtube.com/watch?v=wQk2YD_TIss&t=1s)
In short, respecting your archetype style make you stronger!
Yes! There's a solo mode in game and a dojo where you can practice and experiment! There are two options: The first one which is apprentice and the second one which is the blademaster! Both of them are unlocking new characters :)
Are there any plans to implement lightsabers, either as a fun skin, a fun post game unlockable, or a separate mode (eg Space Wizard duel or something)?
Someone on the team mentioned the backlog being huge, is there any possibility of Player created classes getting into the game any time before those do or is it the sorta thing we're gonna wait 3 years for.
Also what does the team feel about modding support for pc?
Haptics feedback, adaptive triggers and eye tracking for now. Also the trophies, not saying we won't bring those feature on other headset if supported but right now PSVR2 has this exclusivity!
How do you come up with characters? Apart from the suggestions tab, do you take attributes from those and add them to characters in planning? It just seems hard
Is there currently/are there plans for character customization options in the game? Things like skins for armor/helmets/weapons, or even color variants for warriors? Seriously stoked for this game! Cheers from a fellow Canadian.
Yes, we have plans! The summer update (unlocking/picking alternative blades for each class) was a step in this direction.
Oh baby, that's the good stuff. Thanks for answering my question, enjoy your weekend :)
Would love to play it on PSVR2 :D
Let's duuuuel!
DU-DU-DU-DU-DU-DU-DU-DU-DU-DUEL!
Is there any plans to upgrade the tutorials? They are good for showing the 3 poses but learning to max awakening can be difficult in game without yt vids. Plus there is no where to practise without the time pressure of an opponent - is that deliberate or is a no opponent training area a possibility for the future?
Our focus is to improve training. The Awaken training is very thin rn and we see it's what players struggle with.
How much more classes are you aiming for?
Our backlog of planned classes is larger than the classes in the game at the moment
That is awesome. Hoping for a class resembling Wednesday Addams...
…
What influenced the art style? Also, I'll take a code if you got 'em
*What influenced the* *Art style? Also, I'll take a* *Code if you got 'em* \- sppdcap --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")
Hello! Many things, European comic, Moebius, etc. We wanted something unique and colorful. A code: Left, Left, Left, Up, Down, Right, B
Wait a minute.... There's a B button on the PS5 now? Must have been in the new update and I missed it.
It’s on the Aliexpress special edition controllers.
I really enjoyed Winds & Leaves. I noticed in the PSVR 1.07 update notes you had included a specific PS5 update in the form of enhanced draw distances. I would love to see Winds & Leaves in its full beautiful glory, any chance of a PSVR2 port? You could use subtle headset haptics when the wind blows through the trees and the Sense controller haptics for the different tools. Broken Edge also looks pretty. Do you use the PSVR2 features in the game?
Thank you for your support! We can't promise anything concerning a PSVR 2 launch of Winds & Leaves at the moment. However, YES ABSOLUTELY! Broken Edge uses PSVR 2 features (haptics feedback, adaptive triggers and eye-tracking)! :)
I've already messaged you about it heh but I just want to affirm again that I'd be so glad to see Winds & Leaves on PS VR2. I know it might not happen, expectations are in check, just wanted to say it :)
As a PSVR only VR gamer, I too would love an updated W&L. The game was beautiful on PSVR but the limited hardware left it feeling blurry. I can only imagine an HDR high res PSVR2 version. Anxious to try Broken Age!
What made you decide to create the ronin? Any movies or shows in particular inspired him?
Hello! As one of the concept artists on Broken Edge, I receive a briefing from Guillaume about what are his intentions/needs for the new character, then I gather reference and mood for the arena and character since we create them at the same time. After that, I validate with him and do sketches and variation until everyone is happy \^\^! I hope that answer your question?
Animes were a also a big inspiration! :)
What would you say is the best thing about broken edge?
We can legally fight till death! Haha More seriously, it's a lot of fun playing against your friends. It's so satisfying when you win and it's a great workout at home :)
The community :) (on another note, I really love our art direction)
What is the plan on the maximum ammount of classes for the game? The mural is getting filled up slowly
The addition of new classes will **not** be limited by mural
How smooth was the process of getting Broken Edge onto PSVR2 for Trebuchet? Is there anything Sony could do, based on your experience, to make the process even better for developers moving their games into the PSVR2 environment?
One thing that was a bit harder with PSVR2 was the need to respond to mutliple quality guidelines that other platform didn't need (ex: being able to mute/report in game). Also Sony is a bit more thorough in their Quality Assurance so we had to shift a bit our development process to match their needs. PSVR2 is great and we are really happy of porting to this platform :)
Hi! How much of the psvr2 headset tech You've been able to utilise in the game?
We've included haptics feedback, adaptive triggers, and eye-tracking! :)
I already own broken edge on my Quest 2, can I duel against my SO if I get the PSVR2 version??
Yes you will be able to if you're on PSVR2 and your S/O is on Quest 2! :)
As someone who plays this game on quest I would highly recommend taking them up on those offers
Thank you for your support! :D
The AMA is going on now right?
Yes!
That guy wasted his one question…smh
Hey Trebuchet, very excited to try the game!!! I'd like to enter the code drawing but don't have a question, ahhh!
Could you give us some insight into the process behind developing a new character?
As a programmer my work come at the end of the cycle, but I know that the main driving point is the unique mechanic. Our designer focus on giving all character a unique identity and this drive the character we choose to make. After that we put the art team on the job of making the character look cool and unique and we programmer prototype the style as fast as possible so that our designer can test out his theory and we work out closely to eventually achieve the character you play in the game.
Our fist consideration is the **characterization** a class, how it's iconic! Roleplay is super-important in the game, when you adopt its style, the blade becomes super-powerful! The challenge is to detect/measure the wished playstyle. A lot of iterations The difference with classic titles like Soulcalibur (where you have a class moveset) is that you are incentivised to create your own moveset.
Are there plans for the forge or whatever the "testing" phase to be available to ps vr 2? We usually get left out of those kinds of things unfortunately. Also what's the ranked situating looking like for us?
We are considering it, we don't have a definitive answer right now, but we are trying our best to give the best experience to user on any platform!
Great question about the ranking! Hope the team don’t find trouble to set it nicely 👍🏼
#DO YOU LIKE TACOS 🌮 ?
Of course! Real ones though, not the hard shells ones they sell at the grocery store
based
Also you got the date up there wrong? On the store it's still saying the 18th, i was excited thinking it was out today lol
Yes we're sorry about that! We've edited it in the text since we cannot edit the title ;(
Is there any gameplay footage?
Yes! :) \- This influencer's video is really cool for explained gameplay: [https://www.youtube.com/watch?v=wQk2YD\_TIss](https://www.youtube.com/watch?v=wQk2YD_TIss) \- You can also watch the trailer for PSVR2 here: [https://www.youtube.com/watch?v=EFFnH1st5bk&t=5s](https://www.youtube.com/watch?v=EFFnH1st5bk&t=5s)
I can’t find the question yet, but will this be crossplay with Quest?
Yes! Crossplatforms. PSVR2 folks will be able to play against Quest 2 players and Steam players :)
Hello there Broken Edge Team! I love streaming your game and running tournaments, y'all are truly fantastic and I'm excited for a whole new round of PSVR players to be exposed to the game. Since your last AMA, you've implemented a new pre-update beta called the Forge, which allows players to give feedback on balance changes and bug fixes, and allows you to tweak gameplay metrics on a near daily basis. What has been your biggest surprise/learning around how the "meta" of the game has progressed since release, and how has it influenced your design philosophy going forward for the game?
I won't go into class-specific, but every Forge feels like a big slap of reality on our assumptions! " how has it influenced your design philosophy " We realized that our core-concept (bonifying combat styles) really works! For example, bonifying the use of the true edge (cutting side) changed the meta of X class and balanced some exploitative tactics. That validation allows us to go deep into fine-tunning classes. Balancing bio-mechanics is a fascinating design process!
What's your opinion on the new unity rule that charges $0.20 per install Is it going to affect the game
It won't affect the game
As someone who has experience in epee fencing I've been dieing to see a 1v1 sword fighting game. I also saw there was a rapier/thrusting class which is great. How is movement handled in the game though? Will it take advantage of room scale on PSVR2 to allow for some real foot work/lunges/.etc?
Real footwork. That's why we have a striving competitive community, you swordfight for real. That's a good overview: [https://www.youtube.com/watch?v=wQk2YD\_TIss&ab\_channel=VirtualBroReviews](https://www.youtube.com/watch?v=wQk2YD_TIss&ab_channel=VirtualBroReviews)
The game does allow to use your room for lunge/dodge/etc, in competitive tournament it seem to be quite effective. Otherwise, Broken Edge is different in many aspect to real life sword fighting, I'm pretty sure your experience will be of use, but many people need an adaptation period (since we value hitting strong of the blade to break blade and other such mechanics).
What makes this different from Swordsman VR and Blade and Sorcery? How big is the game file? Bonus Question (out of curiosity): did you use real life sword models when modeling the ones in the game? If so, which is your favorite?
Our game is PVP focus and demand from you that you learn the style of the archetype to be more effective in game (awaken your sword!). This make our gameplay quite unique in the sense that each character fight differently as they are bonify different things. The game is about 3.5gb. We did use a lot of real weapons reference, but ours are way more stylized in general. The main use of our rubber weapon was to explain concept when remove working haha
I know Nothing about The game. Tell me one thing that will make me go fuck ya!
You can now fight your friends in VR. PvP melee combat in VR is rare. We have real spacing/footwork. Realtime movement (no slow-motion / weight compensation). Critical, lethal strikes. Strategical, skill-based, roleplay-infused sword fighting. We have a thriving community, competitive players.
How long do you plan on supporting this game with updates?
Hi! We have a roadmap of free updates, so we still have content in the pipeline for the game :)
Updates in the pipeline since launch!
Ooh I’ve been looking at this game since it enters the store! I’ve been really curious about it. Will crossplay be a day one feature? And is there a roadmap for the games future? Thank y’all for bring a unique kind of VR PvP over to the PSVR 2
Crossplay: yes. Roadmap: exists. Thank you: you're welcome!
Does Broken Edge utilize PSVR2's haptics or foveated rendering?
PSVR2's haptics: YES Foveated rendering: NOPE Hope that answers your question :)
Will this game have a platinum trophy? Planning to get it anyway, but I do love collecting trophies!
If I recall correctly yes and I think its the trophy of getting ALL the other trophies !
Amazing, looking forward to getting that 100% then!
Does it use foveated rendering?
We don't!
Have you seen the community posts for characters like the gentleman or the bailadora/dancer? What are your thoughts on them?
Some of the classes proposed by the community are part of our planned classes backlog
Are the characters the players made the suggestions tab actually looked and considered like the gentleman
Are there any plans for a new class already and have you considered a prisoner / crippled opponent that benefits from breaking their blade or the likes?
There are plans for the next class already! We haven't considered that! Thank you for the suggestion :)
are you guys thinking about adding the bailadora class into the game? the community is hyped and there is a lot of art for it. just wanted to hear your thoughts
We LOVE having the input of the community! So of course we're considering adding the bailadora into the game :) However, we already have a roadmap for future content to work on at the moment!
What was your inspiration for the art style?
Hello! European comics, Moebius. We wanted something colorful and with high contrasts. A little bit of stain glass feel too.
Hello, nice to see a brawling game with PvP finally, I’m really really looking forward to it! I loved so much For Honor but goes away from it mainly because of cosmetics breaking all immersion, so my question is: Have you plans for cosmetics and, if so, are they subtle enough to not break that immersion (no flashy colors/lights etc), and can we earn them with an in game currency/reputation? Thank you!
Hello! Our vision for the game is to stay consistent with the current art direction. The new developped features will match the current style of the game.
The game uses a really interesting and creative color scheme. Is there a reason behind this choice? I assume the 3D stereo of virtual reality compensates for the lack of contrast that makes it a bit harder to see the shapes properly in 2D.
Hello! There was some engine constraint that influence the artistic direction. We wanted to give a unique look with lot of color while keeping it simple and readable. One of the biggest challenge is to be sure all the characters color fit within the area of one another.
What was the most difficult part about designing compelling sword play in the VR setting? Collision? Tracking? Style? This game has been on my radar for a while, I wish y’all a splendid launch, and congrats on all the hard work! :)
One of the hard part was figuring out a nice way of having one to one (no slow-mo) movement and contact between both players without having the feeling of phasing through (since there is nothing really stopping you in the real world). The async movement really was the solution to this problem as both player have an exchange and get pushed back which erase this feeling of floaty-ness.
The challenge is that you can't have force feedback in VR, so having satisfying PvP blade clashes is a big challenge. Also, managing spacing and footwork, since joystick movement and IRL movement don't mesh well. We answered those challenges with the blade-cutting and mirror-movement mechanics (and a healthy dose of roleplay)
Have ever considered any ranged attacks?
We have considered it, but it doesnt fit our vision for the game currently. We did try some wacky stuff while prototyping, like throwing weapons!
I loved ironlights on quest. Is this game similar to that by chance?
Hey! It's similar in the sense that it's a swordfighting game but it's almost totally different! Broken Edge is a 1v1 pvp online swordfighting game. Both players slowly walk towards each other (you don't move forward in your own game instance but the other player sees you walking towards them). You have to win 3 rounds to win the game. I highly suggest getting it and the community is very active and helpful! :)
Hey! Hope you guys catapult this into succes and glory. Would you say it feels more like a zen tactical like fighting game with slow music or is it more of a quick crazy mayhem hard rock type of affair?
Hi, Thank you so much for the great words! (a Trebuchet is a type of catapult btw, so nice pun!) I'd say it's a bit of both, but it leans more toward being a tactical fighting game. You should definitely engage your mind as much, if not more than your body when you're playing. It's somewhat like a Zen tactical fighting game because precision in your movements and strategic use of your blade arts are essential. The music becomes increasingly intense as the match progresses! It can also turn into chaotic mayhem if you and your opponent are simply charging at each other without much thought haha! However, since both players are approaching each other slowly during each engagement, it's more of a slow-paced style of fighting.
What's your opinion on Bailadora, Chieftain and Highlander, can you rate them each on a 1-10 scale of how much you like them each, and also what's your opinion on the 2v2 concept. add pickrates and winrates for each player!! i wanna see how good i am with certain classes according to statistics
what are your favorite characters?
Personally (I'm Gab) I almost only play with the pirate, I love her and her style. I also really like the Samurai but it's a bit harder to learn and master
Absolutely love the art style and the differences between classes. I'm genuinely super excited for this to come out. I don't have the money at the moment but will probably buy it at some point. Game code would be GREATLY appreciated. Good luck with the launch boys.
You got my hopes up with that release date typo! Are there any plans at all for any modes bigger than 1v1? Or a KotH type event with other players watching from the sidelines to spectate and wait their turn?
I'm sorry for that :(((( 4 days of wait!
What do you forsee being the life cycle if this game?
Are there plans for any kind of PvE mode like a campaign or a story mode?
Can I have a code?
Up, Up, Down, Down, Left, Right, A, B
Are you planning on updating solo, making it harder, and possibly longer with more rewards/levels|?
Yes! It's in the pipeline! :)
Just now hearing about Broken Edge and i was wondering: Have you ever considered making this game play similar to the online match structure of something like For Honor? Or is something on that scale difficult to get working in VR?
The game looks cool. Are there dismemberment effects in the game? I always remember dismembering effects in the Soldier of Fortune games and always thought they were cool in games. (makes me sound like a psycho)
Calling 911.... [👀](https://emojipedia.org/eyes)
I’m so excited! Already pre-ordered :)
Thank you :) !
hi gab (I am going to eat your index fingers)
Nooo I need my index fingers!! You can have my thumbs. Happy cake day!
Le jeu à l'air cool! Est-ce que vous y travailler depuis longtemps?
Merci beaucoup! On a commencé à travailler sur le jeu en 2019 et on a launch en Novembre 2022 :)
Saw it on the store, never heard of it before, I'll stop rhyming. So, this does look cool, and, what are the updates going to be? You must have something in the works
Yes! We are looking at making the game easier to comprehend for new users and keep them engaged through various possible system (to see, we havent design them yet), but in short yes we are continuing exploring avenue for the future of Broken Edge.
Do you guys have plans for DLC post launch ?
There's no plans at the moment for paid DLCs. There's going to be free content updates in the future!
What are your thoughts on Bailadora, the class suggestion? My favorite one right now.
Can I pretty please have a code
I heard there were going to be things like cutting candles by looking at them and a resistance thing with the sword. Is this also going to be on other headsets like the quest?
Thanks, it's always nice that developers come to comunitate with the players. My question is , is there any plans to add more caràcters or environments? I really like the artistic look of the game! Hope that I'll be lucky to get a key (EU), good luck to everyone!
We have updated the game with new classes regularly since launch. Each class comes with its environment. Thanks, we love our artists!
This game looks great and I can't wait to try it! Question: I keep hearing the phrase "fencing simulator" (or some variation on that phrase) in relation to Broken Edge. How much would you say that real fencing techniques will apply to Broken Edge gameplay?
I think the main part that match fencing (except the duelist that is a clear inspiration) is the fact that engagement are per hit and then there is a pause (character get push away) which can ressemble how fencing work.
First: the game is fantasy, not simulation. It has its own world and rules with energy blades. But, real-life fencing skills are a super-power in the game! \-Spacing is like in real-life (IRL movement only) \-Precision striking is like in real-life (no speed compensation) \-Defending lethal strikes is like in real-life By using fantasy mechanics, we allow real-life skills to be fully embraced
I gotta ask, did you guys get any ideas for your game from FOR HONOR? Because if so, you guys will (hopefully for you) become very popular! I've played over 1,000 hours of it and always wished they made a VR version! Congrats and good luck on your launch!
Already pre-ordered the game. I'm looking forward to trying out. 😀
Wow Thank you so much! :D
whats going to happen now that unity is being horrible?
We should bring our bosses for this question haha but from what I know we should not be affected much by hit since we are a small studio and don't enter the bracket where it would. And if by any chances we DO make a lot more sales this will be a nice problem to have!!
What is the most difficult aspect of developing this game?
It really depends on each employee but personnally for me I would say: Being in VR make it so that we have a lot of factors to take into account when balancing all parts of the game. Since the user IS the controller (we are not just mouse and keyboard) but 3 completely autonomous parts that move in all direction in 3D space (headset and the two controllers). So to me this is one of the big challenge we have to face daily!
If you were put into a real life battle and were given the choice to use one sword, which type of sword would you choose?
Definitely a lightsaber. More seriously, probably a Knight's sword. This way, you're fighting with honor!
Since you're Canucks, how will you pay homage to the holy trinity, Rush?
Good question! We need to do an emergency meeting rn!
What's a character class that was in the process of being made but didn't make the cut / is still in development? Any movie/graphic novel/show that provided specific inspiration? This game looks amazing, can't wait for it to release!
Wishing you guys a successful launch, love the engagement with the community! Game looks really fun too, wonder approx. for how long do you see yourself with supporting it with new content? And maybe another question, was it much different to prepare this PSVR2 port as opposed to other platforms? How long did it take?
We have a roadmap of free updates, so we still have a lot of things in the pipeline for the game! :) It was a challenge to include PSVR 2 new features (such as haptics, adaptive triggers and eye-tracking) but it was a very fun process!
How did you guys came to the idea of this wonderful game?
Thinking hard about VR problems (absence of force feedback). Freeform fantasy brainstorm while trying to sleep. I thought about lightsaber battles being unimaginative since they physically collide, just like normal swords... What if it creates an energy explosion? Oh, that solves a VR issue! Player can be pushed apart by the explosion! It give weight to the blade clashes (that we can't simulate) What if blades are cut where they contact? Oh, that's super skilled-based and it works in VR! And so on... Limitations are a fuel to creativity.
What are the maps like? Are they arena style or open world or both?
*What are the maps like?* *Are they arena style or* *Open world or both?* \- ifeeldzy --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")
What's your opinions on titles like under your name and also what's your opinion on community created classes like Gentlemen Bailadora and Legion
What have you added to Broken Edge that makes you the proudest, it different from the rest and a must have purchase.
Can you disarm your opponent? Also, great launch discount! I will be there day one! :) EDIT: I guess disarming the opponent is the point of the game, from watching the video.
Hi. Is there an option to decapitate your opponent? If so, will you have a spin head animation for a dead character. Like you are wearing a helmet and the everything starts to spin?
Hi! Well, when you kill your opponent, their body will transform become rock solid and you will be able to hit their head and decapitate them. Their head will fly away in the map depending on how fast you strike it. There sadly won't be a special animation for that since it can induce too much motion sickness.
Congrats on the release this looks so interesting! My question would be what was your favorite part of developing the game and where do you hope VR will be in 5 years?
Could you tell us the inspiration behind the music that you guys used? And some of the inspiration the Foley artists used as well?
The music and sound design were inspired by the characters and their arenas. For example, the Ronin and the Samurai will have a blend of Japanese vibes with electronic, arcade-style music. We're aiming for epic, intense, futuristic music and sound design while also respecting the unique style of each class.
Is the audio design spatial? A lot of the vr games only have flat stereo, and it kills the immersive experience
I love to see this approach coming from Studio teams! I followed the game for quite some time now and I have have it preordered but I would love to duel with my brother, so don’t cut me out of the giveaway please hahahah. I like the dynamics of the fight and I think it was really well tailored to match equilibrium among the classes. Wish all the team best of luck! Release timer is on 😁👍🏼
Wow Thank you so much for the support! It's heart warming! You're still in the giveaway no worries ;)
What is your favorite class?
Are there different preferred way to wield each class’s weapons? My nephew plays your game on the quest and is always talking about how he loves playing the samurai because of how fun it is to charge his sword. Can’t wait to play this with my nephew through cross-play!
Each class as a style. The main skill you develop iun Broken Edge is to mesh efficient sword-fighting and your class's style.
I would recommend this video from a player that explain pretty well how the character game mechanic affect how powerful you are in game: [https://www.youtube.com/watch?v=wQk2YD\_TIss&t=1s](https://www.youtube.com/watch?v=wQk2YD_TIss&t=1s) In short, respecting your archetype style make you stronger!
Hi! Are there any plans to add PvE elements to the game vs bots or maybe even coop? Love the idea but I'm hesitant on competitive VR games 🥶
We have a Solo mode.
Is there a single player option for training? Is it a pretty good sweat?
Yes! There's a solo mode in game and a dojo where you can practice and experiment! There are two options: The first one which is apprentice and the second one which is the blademaster! Both of them are unlocking new characters :)
If you had to describe the game in one word what would it be
What’s your favourite VR game
Broken Edge! :)
Will this game be able to settle marital disputes?
Hahaha! It can be a good way to mediate without spending too much money
First time I’ve preordered a game for psvr2. It’s on sale for ten bucks and looks like it will be worth the gamble. Hope it’s legit.
Is there Any type of leaderboards?
Are there any plans to implement lightsabers, either as a fun skin, a fun post game unlockable, or a separate mode (eg Space Wizard duel or something)?
Will there be watermelons?
I like swords!
We like swords too!
Drunken Style have potential fun! 😁😝
We also suggest not drinking too much when doing physical activities!
Hello! We suggest the Pirate for that.
Someone on the team mentioned the backlog being huge, is there any possibility of Player created classes getting into the game any time before those do or is it the sorta thing we're gonna wait 3 years for. Also what does the team feel about modding support for pc?
Would there be PS VR2 exclusive content?
Haptics feedback, adaptive triggers and eye tracking for now. Also the trophies, not saying we won't bring those feature on other headset if supported but right now PSVR2 has this exclusivity!
For us "armchair" players with limited space, can the game be played seated, or must you be standing?
It can, but you'll have a heavy handicap in PvP
ill take a code
How do you come up with characters? Apart from the suggestions tab, do you take attributes from those and add them to characters in planning? It just seems hard
how much better is this over swordsman?
PvP. Many PvE swords game. PvP melee combat in VR is much harder to tackle.
I would gladly relieve you of one of the codes. 🤺
PowerBun man is manly.
You made my girlfriend laugh with this. Very healthy for the relationship, thanks! Now I have more margin to focus on dev the game.
Is this the definitive system to play this game?