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Besiege castles and raid villages in Chivalry: Medieval Warfare, a fast-paced medieval first person slasher with a focus on multiplayer battles
Release Date: Oct 16, 2012
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Recent updates View all (67)

Chivalry: Medieval Warfare Patch 28 (UI Refresh) Hotfix**

July 25th, 2014

***Hotfix***

  • Fixed FPS drops caused by HUD
  • Fixed Dynamic Crosshair to properly be toggled off
  • Fixed Chat Lock Issue some users were experiencing
  • Fixed Darkforest Collision in the final objective (royal family)

21 comments Read more

Chivalry: Medieval Warfare Patch 28 (UI Refresh)

July 22nd, 2014

Chivalry: Medieval Warfare has undergone a drastic visual update, to improve gameplay and overall player experience!

Screens / UI Elements

  • Main Menu
    • New Frontend Map
    • Tutorial submenu in main menu (links for videos, guides)
    • Added new options to connect to the Workshop and Community through the steam overlay
    • News ticker can now be clicked to bring up the page for specified headlines through the steam overlay
    • A new Credits screen!

Escape menu
  • New appearance
  • Buttons to open class and team select
  • Added Map Vote
  • Player List option for voting, muting etc

Customization Screen
  • New appearance
  • Larger displayed pawn, weapon image previews
  • Character Click + Drag rotation functionality
  • Update the customization screen so that it fades the locked panel on mouse over
  • Hover allows users to view locked item on character

Scoreboard
  • New appearance
  • Reworked scoreboard code
  • Map name displayed, localized
  • More mod controllable with additional text fields for stuff
  • Per-mode progress bars
  • New objective icons; settable in the game mode (most modes) or in the map (TO)
  • In post-game, an animated bar shows XP gains and how much is needed to hit the next level
  • Player count displays server max player limit
  • Spectators show at bottom of scoreboard, both columns (filling in space) with blank background color and no class icon

HUD
  • Re-skinned
  • New health and stamina bars with two states to indicate amount of damage taken
  • New header that shows on spawn, detailing team progress and objectives, and has a timer in it
  • “Killed by” pop-up upon dying, shows who killed you, your kills vs. enemy kills, and enemy’s remaining health. This will distinguish Team kills.
  • Victory/defeat messages properly localized
  • HUD scales similarly to CDW, but the chat scales at a slower rate and caps out at a higher size
  • New Rank Up notification
  • “Use” hand icon switched out
  • Visually updated VO menus
  • Visually updated Vote box

HUD Markers
  • Significantly optimized to improve player frame rate
  • Objective markers have an icon which is map-settable, generally corresponds to the objective images in the scoreboard
  • One can remove the text from hud markers altogether

Configuration
  • New appearance
  • Additional video options exposed (AF, AA, window mode, …)
  • Additional audio options exposed (sound channels, …)
  • There are now HUD scaling and opacity options in the configuration menu
  • Keybinds reworked somewhat; primary/secondary key lists can no longer go out-of-sync (as there aren’t two separate lists)
  • Decal and ragdoll settings are based on maximum number of each, instead of a lifespan

Loadout
  • New appearance
  • Player class weapon loadout now saves until player chooses to change manually

Team select
  • New appearance
  • Player count displays server max player limit

Join game screen (Server Browser)
  • Reskinned
  • Filters are in a popup and now simply have a “save” or “accept”; the latter applies the filter without saving it
  • Includes a legend explaining what the different colours mean
  • Adds LAN queries
  • Bots separated from players in server browser, and they won't affect sorting
    • Bots are only used as a secondary sort number after sorting by players (i.e. as a tiebreak). Header now shows "Players (bots)", reflecting the new way we display bots. Column is wider to compensate.
    • Sort by ping by default for all users, not just beginners
    • Server list art polish
    • You can use the right click menu in the Join Game screen to view the server’s information

  • Hide modname for unmodded servers
  • For a server to show up in the LAN tab, it'll have to have its query port somewhere from 27015 to 27019. Default QueryPort is 27015, which will be fine
  • Switched History and Favourites functionality out for Steamworks' API which should improve reliability. It also greatly improves their speed as the game doesn’t have to fetch the entire server list just to get the servers you’re interested in. As well, Favourite servers now show up in the Steam client’s “Servers” window as a result, so that’s something.

Create game
  • New Create game screen
  • Includes sections for SDK maps, mods, has a nice map picture (for built-in maps only)

Other changes
  • Game modes
    • New Duel HUD
    • TDM backported from CDW. Now based on kills, there’s no resources, and won't get stuck in an unendable state
    • LTS backported from CDW for bug fixes etc.
  • End-game flow changed to facilitate localization etc.
  • Maplist console command updated
  • Self-damage not counted as ‘team damage’
  • Adjusted the low health Post Process chain to be a bit more red in the corners

UI misc.

  • New cursor
  • Sliding transition between menus removed; screens now animate in/out on their own (not yet implemented for all screens)
  • New animated movie behind some screens
  • Split UI into multiple packages to reduce loading time / save memory
  • Most screens now use a shared title and close button
  • New Serif Font throughout the game (Scoreboard, Headers, Loadout..etc)
  • Added loading screen hints
  • The new dynamic melee crosshair turns red after a successful melee attack
  • New kill feed weapon icons
  • New kill feed colours
    • weapons in white
    • you appear in gold
    • blue and red used are less offensive

Level

  • Fixed instances of players being able to hide inside rocks in Moor.
  • Fixed collision on rock which previously allowed players to find a way on top of it in Moor.
  • Fixed camp-able tree spot in Moor.
  • Fixed battlegrounds water visual bug (where one layer was rotating for no good reason and would end up
  • scaling up and down and flowing the wrong way)
  • Fixed string in last objective of outpost from "or" to ""and."
  • Fixed zfighting on boats in CTF frigid
  • Paths built in TD-Frigid
  • Removed spawn occluders to make it easier to find opponents in Duel Maps. (!)
  • Fixed floating spawns in citadel.
  • Fixed spawns out of place for Agatha in throneroom on stoneshill.
  • Applied physics assets to skeletal meshes in coldfront (created new phys asset for animated flags).
  • Adjusted trigger and points volumes on cart in outpost - Agatha can only push from the back and mason shouldn't get free objective points any more
  • Players can no longer see through the Stoneshill bridge in first person
  • Fixed a bug where some crates were missing collision
  • Fixed Landscape clipping through aqueduct floor in Dark Forest.
  • Fixed minor collision bugs in Dark Forest.
  • Removed Duplicate barrel mesh in Dark Forest.
  • Darkforest: fixed an exploit on final objective where you could kill royals before walls are destroyed
  • Fix issue where XP bar won't initialize properly, or will run from rank 0 all the way to the current rank, and other things
  • Tavern: fixed vendors so they're peasants again instead of vanguards; changed method used to force players to fists so it's less buggy
  • Argon's Wall: moved level load camera so it's not outside the boundary blocking volume
  • Killing king counts as a kill
  • king and 1p mason knight sockets updated (mostly for horde support)
Check Here for More Details

50 comments Read more

Reviews

“I saw my body slump to the floor, some distance away and then the hammer-bastard was standing over me, attempting to play croquet with what remained of my face.”
Rock Paper Shotgun

"I’m rather enamoured by the unique flavour of online combat presented by Chivalry. It’s fresh and fun, and like the very best games is easy to get into yet incredibly hard to master."
Ausgamers

Custom Maps and Modding Support!

Discover and download custom, player-made maps for your game. Or create your own to share with the community.

About the Game

Besiege castles and raid villages in Chivalry: Medieval Warfare is a first-person slasher with a focus on multi-player. Featuring competitive online combat that seeks to capture the experience of truly being on a medieval battlefield. Inspired from the intensity and epicness of swordfighting movies such as 300, Gladiator and Braveheart, Chivalry: Medieval Warfare aims to bring that experience to the hands of a gamer.

The game is skill-based and controls like a FPS, but instead of guns and grenades, players are given swords, shields, maces, battleaxes and longbows. Set in a fictional, yet gritty and realistic world, players will fight in fast paced online battles besieging castles, raiding medieval villages and fighting for glory in the arena with up to 32 players.

Key Features:


  • Deep melee combat system provides players with a huge range of responsive combat options
  • Adjust your attacks and blocks in real time with the mouse for precise and full control of the action
  • Wield an arsenal of up to 60 brutal weapons ranging from broad swords and battle axes to longbows and javelins
  • Dynamic objective system brings team tactics and strategy to the forefront as players batter down gates, raid villages and assassinate enemy royalty to achieve victory.
  • Use a variety of siege weapons ranging from catapults, boiling oil, ballista, battering rams and more
  • Vast, lush environments that transport the player to a gritty and immersive medieval world.
  • Offline play options that allow players to gain familiarity with the controls and gameplay before being thrust into the action.

System Requirements

    Minimum:
    • OS: Windows XP
    • Processor: Intel Core 2 Duo 2.4 GHz or AMD Athlon X2 2.7 GHz (a dual-core CPU is required)
    • Memory: 2 GB RAM
    • Graphics: ATI Radeon 3870 or higher, Nvidia GeForce 8800 GT or higher. 512MB VRAM.
    • DirectX®: 9.0c
    • Hard Drive: 7 GB HD space
    • Other Requirements: Broadband Internet connection
Helpful customer reviews
665 of 726 people (92%) found this review helpful
11 products in account
1 review
1,341.2 hrs on record
Played this game over 1,000 hours and still love (almost) every aspect of it.
I could write a detailed and philosophical review at this point but come on.

**BE AWARE OF THE FOLLOWING BEFORE YOU BUY**

--->Decent internet connection required. No better than usual FPS games, but don't expect the little wired box in your eskimo cabin to cut it simply because it plays RPG games just fine.

--->The game has a learning curve.
Join a game and get killed. Get killed some more. Before you know it, you've gotten much better.
If you're anything like me though, you'll find yourself ragequitting quite often in the beginning. :D

--->The game features unique mechanics. All of them have their own titles.
Dragging is when you move your view around as you swing. Swings are realtime, which means the following when swinging from left to right:
*Stand still while swinging for normal speed.
*Rotate to your right while swinging to accelerate your attack.
*Rotate to your left while swinging to deaccelerate your attack, tricking your opponent into blocking too early.

Feints are cancelling your attacks in order to follow up with a different one. Very useful for making your opponent think you'll attack him, only for him to block too early and be hit by the follow up attack.

So as you see, many different techniques. Get the hang of them. Don't complain about them. It's all part of the game, if these techniques were removed it'd be Chivalry: Stamina Warfare. The game where whoever runs out of stamina first loses.
Instead you're offered a full arsenal of weaponry, a variety of classes, and a mix of fighting styles.

Are you good with a Greatsword?
Feel like picking the Spear and going Oberyn-style?
Maybe you feel safer with the Crossbow?
Or simply popping heads with your Morning Star, perhaps?
There are so many options, it's incredible!

--->Most reviewers are losers.
Are you reading the review section because you're deciding whether or not you want to buy this game? Then reading reviews is indeed a smart decision. But watch out.
There are some negative reviews. 5% of them make a valid point, the other 95% are blatantly ignorant. Why?
Because these negative reviewers would have been better off buying Call of Duty because they were looking for a mindless hop-in-and-own game. You will of course have fun in this game as well, but it's also a game that takes time to master. Be patient.
When I say most reviewers are losers, I mean that pretty much every single negative review about this game is posted by someone with very few hours spent in-game. They joined a match, they weren't used to not getting 1st place like in their mindless CoD games, and then they complained about a part of the game. Vanguards are OP. No, Archers are OP.
Trust me, after spending just a few hours you have no idea what's OP or not. These people didn't have the patience to learn this game.

If you're interested in Medieval Combat, then by all means buy this game. It's well worth the price, take that from someone who has actually played the game for a considerable amount of time.

Of course a peasant isn't a master in swordplay. As you start this game, you'll join the training and become attached to a weapon. And months later you'll look back and laugh at how bad you were at that first point. Because now you are a true soldier. No man can beat you in combat, and no team was ever luckier to have you on it's side.
Posted: June 17th, 2014
Was this review helpful? Yes No
193 of 235 people (82%) found this review helpful
53 products in account
5 reviews
1,630.8 hrs on record
"I think it is mostly learning curve. There aren't many successful games now days that have such a high skill ceiling. I think it is actually doing fairly well considering that, but it very much seems like it would have been a huge success back in the late 90's/early 2000's along with the Quakes, Unreal Tournaments, Counter-Strike and Halo 1.

The fighting system is extremely complex and when you come into a game playing against experienced players it is like playing a fighting game for the first time against someone who's put in a 100 hours. You're just trying to learn the moves and they've mastered complex combos and know the counters to everything.

Chivalry is unique because it is mostly melee combat. It still has all of the elements of team based First Person Shooters, but it is actually very similar to a fighting game, especially in 1 on 1 situations.

Complete beginners will just mash swings (just like in fighting games how complete beginners mash buttons)

Eventually you learn all the buttons and use them somewhat effectively. Different swing types, parrying, and feinting. (just like learning all the buttons in fighting games)

Then you figure out how to do effective combos and ripostes (combos and reverses in fighting games).

Then you learn what the best moves to do are in certain situations and the timings of moves and combos (same as fighting games again) Most people don't even get this far in their game skill and knowledge.

Then you eventually play against extremely good people and realize the combat is even deeper than you thought it was and is always evolving. There is a meta game within the game.

Pair all of the fighting game aspects along with all of the things you need to learn in FPS games.

Chivalry is a deep, complex game with an insane skill ceiling."
Posted: February 24th, 2014
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123 of 153 people (80%) found this review helpful
52 products in account
2 reviews
313.2 hrs on record
This is not a game. It's more than a game. It's a pure test of your virility. It puts more hair on your chest than drinking olive oil from the bottle or being on the bottom while having sex on ashvalt.

Why haven't you bought it yet? Are you mentally enfeebled? It's been on sale for like $6.50, twice. I bet you're the kind of person who screendrags with a Zweihander or sits on the bridge with a shortbow getting two kills per game. This is a sport, and if you're a rookie you're going to die hard. Prepare to be impaled by that level 50 guy who has played 400 hours on nothing but spear and literally cannot be hit.

Forget your K/D. You're going to get Philip K/Dicked. You're the Man in the High Castle and your teammates would rather bum around on the ballista than save your noob @ss. Do you think training up your longbow skills is going to help you survive? Yarnu has built an entire Youtube channel around running behind enemy lines and shanking archers. That guy has a server named after him. You can't even block with a bow equipped. Get into the frontlines and take your medicine.

And one day you'll pick up a Javelin, start getting a few cheap headshots and feel like you've finally found your calling, you've discovered the niche in the game that nobody else can fully counter, that actually feels like fun. And then a bloke in red and green with a joker symbol on his shield is going to run up to your wimpy buckler and cave your head in because you never realised that shield bash was actually useful for something. Cambridge realised that ages ago. Back to the drawing board, peasant.
Posted: June 9th, 2014
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38 of 55 people (69%) found this review helpful
133 products in account
1 review
479.6 hrs on record
This game was so much fun with a great combat system with silly ragdoll-decapitation physics.


But then...

Patch after Patch, "fixes" that broke more the game even more. Crap Optimization. Nerfing classes instead of improving the bubble system among other things. Messing with hitboxes, increasing/decreasing stamina usage that give certain classes a real disadvantage. Desyncing attack animations that are just beyond the worst. Ever since that crap 6gb update toward late last year to early this year, this game hasn't been very fun. For me, it was the patches that ruined the game. Almost EVERY death will leave you asking "Uhhhhm Ok? How did I not block that?" or something along those lines.
Posted: April 28th, 2014
Was this review helpful? Yes No
164 of 278 people (59%) found this review helpful
252 products in account
1 review
133.5 hrs on record
I cannot recommend Chivalry anymore.

What started as a promising game with some issues has stayed just that. If you are looking for a fun multiplayer hack'n'slash you'll get that, but the packaging around it is still as rough as ever. Though the combat is fast paced amd genuinly fun, frustration arises from all angles.
The server browser is just bad. Attempting to join a full server will have you load the game and getting kicked afterwards for being full. No chance to qeue a server. Furthermore the settings are frequently resetting to default.
Further problems arise with the combat system. Sometimes mousewheel up and down gets mixed up. The blocking is often really buggy and results in anger as to why a perfectly seeming block resulted in a hit.

All in all I cannot recommend the game because it seems Torn Banner is rather focused on implementing unnecessary features and DLC than polishing the nice combat system to pure beauty. Customization of characters was only implemented to sell DLC hats and breaks the immersion. (Yeah look that Knight with the shiny pink helmet). Furthermore the DLC Deadliest Warrior is just a cash steal based on the prejudices of "cool Ninja combat" etc.

Anyways I've had fun with the game before it became a cash cow and I am looking forward to Kingdom Come: Deliverance for my historical medieval combat fix.
Posted: March 31st, 2014
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Awards

Indie Game of the Year 2012 - IndieDB
Game of the Year Nominee 2012 - Gametrailers
Multiplayer FPS of the Year 2012 - Nofrag