Systemic Open-World RPG game Sword Hero Kickstarter now live
The Kickstarter campaign for Sword Hero is now live. Developed by solo creator ForestWare and supported by Crytivo, this game is a third-person open-world RPG focused on systemic design, player agency, and immersion-first gameplay inspired by early 2000s genre classics.
The campaign supports final stages of development, including expanded content, production polish, and additional artistic support, while maintaining a design philosophy that avoids level scaling, invisible barriers, and heavy-handed guidance.
Watch the Official Kickstarter trailer here
Sword Hero takes place on the quarantined island of Wes, part of a long-abandoned Ringworld shaped by fragile political truces, hostile factions, and ancient threats buried beneath the surface. Players assume the role of the Delver, a character without status, prophecy, or narrative protection. The world does not adapt to the player, and survival depends on understanding how its systems interact.
The entire world is seamless and explorable from the outset. Interiors, caves, and dungeons exist within the same space. Enemies remain fixed parts of the ecosystem, NPCs follow persistent daily routines informed by memory and observation, and events continue to unfold whether the player is present or not.DESIGN APPROACH
Sword Hero is built around simulation-driven systems rather than scripted encounters. Combat is directional and limb-based, with individual body parts tracking armor, damage, and debuffs. Disabling an enemy or exploiting the environment is often more effective than defeating them outright. Environmental hazards, positioning, and verticality play a central role in encounters.
Character progression is permanent and visually reflected through scars, physique changes, prosthetics, mutations, and magical alterations that persist throughout the game.
AT A GLANCE :
• Seamless open world with no invisible walls or level scaling
• Systemic gameplay including weather, fire propagation, crime, routines, and persistent consequences
• Directional, limb-based combat with dismemberment and targeted disabling
• Colossal creatures designed around physical interaction and exposed weak points
• Player-owned housing and businesses with full item placement
• Visible, permanent character progression tied to player decisions









