Liquid Swords Calls Samson’s Game-Breaking Bugs “Unacceptable,” Patch Arriving on Friday to Fix Several Major Issues

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Liquid Swords, the studio founded by Avalanche Studio co-founder Christofer Sundberg released its debut game today in Samson: A Tyndalston Story. You can check out my review of it to see what I thought, but the main thing to know is that it arrived with scores and scores of bugs, some of them game-breaking and all of them annoying. Thankfully, the studio seems to find them as “unacceptable” as the rest of us and will be releasing a patch to fix several issues on Friday, April 10, 2026.

In a post on the game’s Steam page, Sundberg addressed the game’s issues and acknowledged that the studio needs to do better. “Early impressions are mixed and many of you are experiencing game-breaking bugs and performance issues,” he writes. “That’s unacceptable and we are listening to everyone’s feedback and are hard at work to deliver the game we spent years of our lives developing. Launching a game is a ton of work and I’m proud of the effort our team has put into seeing Samson from its initial concept, through release.”

We are committed to the future of both Samson and Tyndalston,” Sundberg continues, “and this game will grow over time on all fronts; quality, gameplay and content. Thank you all for supporting us and sticking with us this super exciting launch day. We will continue to keep our ears to the ground and improve the game with your support.”

Sundberg then confirms that a patch will arrive on Friday, that will include, among other things:

  • Several performance fixes focusing on PSO related hitches
  • Several crash fixes related to audio, animation and GPU
  • Several fixes for mission and progression related issues
  • Several fixes for gameplay related issues
  • Several updates for general polish on various parts of the game
  • Added the ability for up to 8 save files

Hopefully, it will be able to fix the technical issues that currently plague the game. Its user reviews on Steam are filled with players reporting the bugs they’ve faced (several of which I endured while playing during the review period), and with those issues gone, the playing experience will improve dramatically, since they are currently a major block towards having any actual fun with Samson: A Tyndalston Story.

Especially because when you’re not experiencing any issues, there’s a good game to be played here. It also feels worth pointing out Sundberg’s comment that Liquid Swords is committed to “both Samson and Tyndalston,” as if they’re separate entities. When I interviewed Sundberg back in February, I asked him if the ‘A Tyndalston Story’ subtitle is a hint of more ‘Tyndalston’ stories to come featuring different characters.

He basically confirmed my suspicions, saying, “Tyndalston will be our Gotham City and Montana. Future stories will shift perspective, but remain in Tyndalston. In Samson we experience Tyndalston in the South End district, where Samson grew up (in a small city block called The Ditch). We’ve written a 400-year history of the city waiting to be told in games and other media.”

After playing the first Tyndalston story, even with all of its problems, it would be great to see Liquid Swords get the chance to explore that 400-year history. Hopefully the team is able to right the ship with Samson first, and gets the chance to keep exploring more of this world.

For more from Liquid Swords, you can see what Sundberg thinks of the state of the video game industry here. You can also see what the studio’s tech director thinks about DLSS 5, and why they opted not to implement it, here.


David Carcasole Photo

About the author: David has been writing about videogames, technology, and culture since 2020, with a focus on reporting daily news across multiple publications, including GameDaily.Biz, GameSkinny, and PlayStation Universe before joining Wccftech in 2025. David started contributing as Canada/US reporter for Wccftech’s gaming section in 2025. Besides being up-to-date on the industry’s movements, he loves interviewing developers, reviewing games, and writing intricate essays about the symbolism and layered meanings to be found in rich narratives as he’s done for publications like GamesIndustry.Biz, LostInCult, and others. Outside of games he loves movies, music, theatre, his hometown, and his family, though not necessarily in that order.

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