Bushido: Legend of the Samurai is a Multiplayer Melee Combat game set during during the turbulent feudal period of medieval Japan. It features a host of innovative game-play elements, such as:

  • A complex and rich combat system (based on a real Japanese martial art)
  • Our new 'honor' mechanic, used to unlock certain tiers of weapons and armor
  • Fully customizable characters - will you be an honorable Samurai or deceptive Ninja?
  • A host of detailed environments, all based on the natural geography or historical sites in Japan

Bushido combines elements of honor, strategy and lightning fast reactions into an new and challenging multi-player experience. Please help us promote Bushido by following us on Twitter, Facebook and Youtube!

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Hi - long-time no speak! Sorry about that... It seems that, once again, real life got in the way and things like regular blog posts and updates fell by the sidelines. But fear not, as we’re back with a whole heap of news and project updates!

There is a LOT to share, but for the time being we’re going to focus on the 4 big pieces of news that we’ve been holding onto for awhile now. These are:

  • Bushido is now being developed in UE4
  • We have a functioning multiplayer prototype
  • We’ve more or less completed all of our pre-production work
  • We’re hoping to start full production within the next 3-5 months

So, first things first:

Unreal Engine 4

Around April last year, the team decided that we needed to investigate our options when it came to game engines. We’d been developing on Unity for around 2 years by this point, and by then had a bunch of the core game-play concepts nailed down in prototype form.

After a bit of experimenting, we started to play around with Unreal Engine 4 - exploring some of its core features and scratching our heads about whether or not it’s better suited for our game. Safe to say, it wasn’t long until we realised what a fantastic tool Epic had developed, and after spending 3 months porting our prototypes over, we had a robust, stable prototype of the game. Safe to say - we haven’t looked back since!

A functioning prototype

Our current prototype build includes all of the core features we wanted for combat, including:

  • An attack system (8 directions, based on mouse input)
  • A blocks (same as above)
  • A Dodging mechanic
  • An attack combo system (chaining attacks together)
  • A targeting system
  • A Health / Stamina system
  • A robust hit detection system that compensates for lag/low frame-rates

We’re all SUPER proud of what we’ve managed to achieve by working on the project part-time over the last 9 months. We’re sorry we couldn’t show off more, but with all 3 of us working full-time on client work, it’s difficult to find time to work on the game - let alone create blog posts, video updates, etc…


After nearly 2 years of slogging away on our evenings and weekends, the lion’s share of the pre-production work is now done!

I can tell you - planning a game like Bushido is a HUGE amount of work... We’ve got over a 1000 pages covering everything from our basic Game Design Document, to a more advanced Technical Design Document, Budgets, Asset Lists, Workflows, etc… The list goes on.

The good news is that there are only a few minor bits left to work on - meaning Bushido is effectively ‘planned’ and ready to go into production.

Starting production (...actually making the game)

So we’ve got our shiny new game engine, a functioning prototype, AND all the pre-production work is basically done. So what now?

We’ve been weighing up all our options, and have recently started having conversations to try and secure the funding we need to take Bushido all the way to completion. As you can imagine, these conversations are lengthy, complex, and by no means a guarantee.

However - as ever we’re 100% committed to delivering Bushido and ensuring its a success, so regardless of the outcome we’re going to strive to secure the funding we need to finish the game and get it delivered to our fans (we still haven’t ruled out a Kickstarter, but it’s on the back-burner for the mean-time).

Well - that’s it! That’s basically what we’ve been up to over the last 9 months. I hope that this gives our fans some encouragement that the game is VERY much still alive and kicking… but you might just have to bear with us a little longer until we start showing off any new content (e.g. videos, screenshots, etc…).

Thanks again for all your continued support!

Sam & the Meteor Pixel Team

Devblog #13 - New Armour set and more

Devblog #13 - New Armour set and more

News 6 comments

Busy busy busy! We’ve got Jay finishing up on the Katana customiser and starting Armour customisation… Kieran is churning out new armour sets... Patrik...

Devblog #12 - Modular Construction

Devblog #12 - Modular Construction

News 1 comment

We’re back with another Devblog - this time taking a look at some of the processes/methods behind the construction of assets for the game!

Devblog #11 - The music of Bushido

Devblog #11 - The music of Bushido

News 3 comments

Have you ever wondered what feudal Japan actually sounds like? Well wonder no more, as we take a look (and listen) at some of the early audio concepts...

Devblog #10 - 3 Year Anniversary

Devblog #10 - 3 Year Anniversary

News 9 comments

Can you believe it - it's our 3 year anniversary this month?! Bushido has certainly become a labour of love for those of us on the development team, but...

Comments  (0 - 10 of 910)


Is this still going?

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I for one feel like its Time to have a Progress Update on bushido - legend of the Samurai :)

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*Pokes Devs*

U ded ?

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sam.ibbitson Creator

Nope :D ! ...Short story is that, because of the volume of work we have on at the moment, we won't be able to make any updates to Bushido until next month. Sorry for not having much to show at the moment guys!

Reply Good karma+2 votes

We shall wait Soon-amount of time for the next update then ? :D

Well until next time! ^^

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sam.ibbitson Creator

Hey guys! Just wanted to let you know we're still plugging away, but have been a bit quiet recently as we've got a lot of freelance work on at the moment!

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sam.ibbitson Creator

New video live on Youtube: Youtube.com !

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Why do they use the katanas as rapier? O.o Is weird. XD Are you featuring different fighting styles, maybe?

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sam.ibbitson Creator

They're just placeholder animations at the moment :) !

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I come from time to time to see how the game is advancing. I am very happy to hear about the port to UE4, as what I know of it (in gamer perspective, I am not a developer) is very fluid and has good optimisation. Also, I heard is pretty much easier to work in it than in other engines, and the results are wonderfull. Well, I am sure you know that better than me.

I will end up saying the same than the last time, make a "attack from the guard system", so that if you are, for example, blocking top and release block and press attack, you do an attack depending on the keys you are pressing, but without the windup movement (moving the sword all around your back, instead you simply attack from the guard position). Let's make an example. Let's imagine that with "w" you block up. If you release block and press attack while mantaining w pressed, you do a fast attack forward, like the typicall kendo fast attack to the head. It would do less damage than a full slash, but it would be very fast, lightning. Now let's imagine you are blocking and release block and w, and press attack + s. Now the attack would be a longer slash, less flashy, but more damage.

Also, I would includ normal attacks, it's focus would be doing more damage, and tiring enemy block. Also, I would include a mechanic to avoid excesive defensive play, a block meter that each time you block it "heats" and once it reaches the maximum, your guard get's broken. You could also feature a "autoblocking system" that corrects your move when you are blocking bad, at cost of a lot of blocking meter. You could also make a parry/riposte system to allow counterattacks, made by using block + attack, or clicking block instead of holding it. You could add in fact, both types of parry, with different physics each one.

And then, you could explore about adding perks and things like that, to have the players favored one style of play or another (for example, more damage each hit, in the case you added the blocking meter, less heat per block, the player dodgin faster, making faster the attack animation, more parrry reaction time...)

There's a lot of room to explore, but I would personally add some perk system, or something similar, as it adds the posibility of building yourself a strategy.

For the momment the idea of directional blocking is simply great. Now if you add to that fluid changes between directions, animations between moves to make it feel less robotic, and those kind of things, and in adittion, certain strategy, I know for good you will make a great game.

I would highly recomend you to take a look as well into Kingdom Come deliverance, as I don't know if the use also UE4 and have some nice animations with swords clashing, graples, and moves that help the game feel more realistic and visceral.

My best wishes, guys!

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sam.ibbitson Creator

Thanks for the feedback Hels! Our combat feature is pretty well nailed down now so we probably wont be adding in any new features. A lot of what you're describing above sounds like the mechanics from 'For Honor' - so if you haven't played that yet i'd recommend giving it a go :) !

Reply Good karma+1 vote

I have seen For Honor videos, and I don't think that's exactly what I mean. Is close, but not exactly that what I am looking for, is too arcade.

What actually would be pretty nice would be to see a fluid block system, so that you could control your sword like a "pencil", slashing and blocking by "pulling from the blade" as if it was a cursor, and so, making the block to be physical, so that if you put the blade in front of the enemy's one, you manage to block it. However, since I find this really difficult to do, at least would be interesting to have a guard system, close to the For Honor system or Kingdom's come, but more physically related.

I explain myself. Is simple. Instead of a blocking animation that you have to match with the enemy slash so that you block, you can HOLD the blocking animation in that place, then move it to the left, etc, by holding block, and either with directional keys or mouse. If it was with mouse, when you release block, you'd move the camera. If your blocking animation matches the attack, you block the enemy sword. It would be better if you could block physically, by intercepting the blade of the enemy with your own blade, but that might be too difficult. If you release block and quickly press attack, you do an attack from the guard you are in. You can make a attack from another position with the directional keys, but making the whole windup animation. Finally, you could include feints or things like that by pressing block while in the windup step.

The key is to make the block fluid, and a holding block, instead of being it a animation that you have to make it match with the enemy attack, like M&B. Why? Because while mantaining the essence of directional blocking, you make it more intuitive and you have always a side defended. Also, if you react fast, you don't have the problem of doing it TOO FAST, and then the animation returning to the non-block position, as it happened in mount and blade. If you react too fast, you simply hold the block there until the hit lands, and after landing it, you return to, let's say, a center position.

This are my thoughts. I have played a lot of sword videogames, and I find that holding block and moving to the different blocking positions would be much more comfortable and fun, because of the deception play.

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