This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Genre: Action
Platforms: PC, Mac
Languages: English
Players: Single-player
Apr 1, 2013 @ 5:34pm
Nov 12, 2013 @ 10:46am
Recent Announcements View All (1)
Aaron Leiby (our Lead programmer) discusses fighting in CLANG
Release date: Third Quarter 2013 for first public release
Neal Stephenson introduces CLANG

In many video games, sword fighting is all-important to the characters, and winning sword fights is how you level up your character and get more stuff. Until now, the details of how real-life sword fighting actually works have not been built into those games and so it has never felt very real. It's time for that to change. The way to change it is by supporting CLANG. In CLANG, the stances, attacks, and blocks that you fight with are the actual techniques that were used by medieval knights, and written down in ancient manuscripts. Those books were lost for many centuries, but in the last couple of decades they have been brought to light again and the martial arts of the knights have been revived. The CLANG team has been embodying one such system--Italian longsword--into a playable game. And they've been doing it in such a way that the system can be extended and tweaked as we learn more, and as we bring more resources online. Better yet, CLANG will provide a system that can be used by us or by others to embody other ancient martial arts, such as Viking sword-and-shield or Japanese katana, in a way that's interoperable, so that we'll be able to have a knight fighting a samurai.

A big game publisher would never back such a risky and innovative project and so we started with a successful Kickstarter campaign, of which this first version of CLANG is the deliverable. From here on out the project will have to be funded by selling phased releases on Steam for prices that will gradually increase as the game gets better. If we can make that work, we can fund the project without having to take a big wad of money from a publisher, which is something we'd rather avoid since money always comes with strings attached and publishers don't always play nice.

By downloading and playing CLANG you'll be feeding us the information we need to improve it and make it more fun and more realistic over time. It's meant to be played with a controller called the Razer Hydra, which has the advantage that you can swing it through the air like a real sword, bypassing the old buttons-and-triggers interface that works well for first person shooters but not for sword games. Of course, if you prefer not to buy a special controller, you can also play it with keyboard and mouse.

- Neal Stephenson
Popular Discussions View All (4)
Jun 18 @ 6:06am
Motion controls
Aug 25 @ 11:14pm
Failed to fulfill Kickstarter Obligations
Jan 4, 2014 @ 12:00pm
I'm not a robot
< >
EMINƎM Aug 25 @ 11:14pm 
T-1000 Aug 21 @ 7:13am 
pabloangelo Aug 9 @ 12:23pm 
that's a piti though..
skitfeller Jun 20 @ 11:41pm 
Okay, I remember this. was funded--and simply vanished. Fair enough. Where the fuck did the $500k go though? It says funded on KS so I don't think people got their money back. What the fuck.
Lunar_Breeze May 13 @ 12:47pm 
This project failed because it's focused too much on a waggle controller.
See, Dark Souls 1 and 2 feel and play 100 times better even though you only use a controller.
And if you really want waggle there's a script to bind Wiimote gestures to the attack buttons and play like that.
MorganAngelo Apr 11 @ 8:06am 
Been waiting for ages to find a good game ... shame it's called off . :(
patron33.78 Apr 8 @ 3:20pm 
-Pain- Feb 15 @ 9:10am 
nice gamer
Нас набрили, расходимся.
Edoom [BRANN] Jan 22 @ 6:43pm 
surprised with the quality, hopeful for the game on steam...CONGRATS DEVELOPERS