Bomb Sworders — Currently in development
Steam, More Info, Press Kit, Mailing List
A multiplayer game about bombs and swords. And hitting bombs with swords. And explosions. And avoiding explosions.

Bomb Sworders — Currently in development
Steam, More Info, Press Kit, Mailing List
A multiplayer game about bombs and swords. And hitting bombs with swords. And explosions. And avoiding explosions.
Coming soon to Bomb Sworders — online multiplayer!
And a bunch of other stuff too:
“Bomb Sworders — holy s#$! they have it!”
Favorite quote @ Midwest Gaming Classic 2022
Early design decisions can lead to headaches later on and for Bomb Sworders having wrap-around was one of these.
The problem separates into a visual side — getting the wrap-around to appear seamless — and into a physics side — having items at the wrap-around point interact exactly as if that space is no different than any other.
The visual side was “solved” awhile back. This new update attempts to solve the physics side.
It wasn’t absolutely terrible before — maybe a sharp-eyed player would spot a missed collision or a missed jump once-in-awhile. Of course, if players spent a lot of time right at the wrap edges, they’d encounter these issues much more frequently. But often the mistake would happen so fast that it’d lie in kinda an area of uncertainty for the player — “I guess *I* must have missed that jump…”
The worst issue was that there could be “unearned” trap shots — 2 bombs moving rapidly in succession across the wrap-around might trigger an extra (errant) collision event, which could result in an explosion. Super rare, but very annoying. This update should fix that too.
So:
A few small updates
This update (v0.8.0) focuses on the game’s early experience for new players.
The new “Quick Start” Tutorial is an attempt at 3 things:
It’s made up of a few explanations interspersed with practice levels — some of which provide guidance to players as necessary based on how they’re playing. e.g. If the tutorial notices that a player isn’t swinging their sword, it’ll gently remind them of the control/action.
Also, throughout the game, the control/action text is now shown correctly for each individual player’s (possibly custom) control mappings.
* Experimental = W.I.P.
Also — thanks Chaddog for feedback on the Steam controller!
The Boost update (v0.7.9) brings a bunch of changes both significant and small
Initially designed with multiplayer in mind, the boost item first comes to Race Mode — Zip, zoom, and bounce around levels at ultra-fast speeds.
A future update may bring the item into other modes if some balance issues can be satisfactorily addressed…
(on platforms that allow it)
Previously cordoned to the bowels of Tutorial Mode, the AI has finally broken free into Battle Mode proper! On the character-select screen, just press the “Add AI” button (you can watch the scrolling bar at the top of the character-select for specific instructions)
v0.7.8.1 brings a bunch of small changes
That’s it for this update!
More coming soon(ish)