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Greetings everyone!
We want to give you a quick update on the current status and an idea of what’s to come for Blood Trail.
Team
We are finishing up our current work commitments over the next month in order to focus entirely on Blood Trail. We will both be back to working full time on the game by the end of July!
Current Status
We recently pushed the latest experimental build to the main branch. We hope everyone who hasn’t had a chance to play yet enjoys the new level! Up next, we’ll have a series of updates that include but are definitely not limited to the following:
These updates will be rolling out over the coming weeks/months.
What’s next for Blood Trail?
Raid
You're somewhere in the woods. Scattered deep in the trees lie three Neptune's Vow outposts. Your objective is to find each one and murder everyone there. A new upgrade to your smart watch will help to guide you as you make your way through the woods. When you arrive at an outpost, panicked cultists will sound an alarm, summoning backup. You must find the alarm, disable it to stop the attackers, and finish off anyone left nearby. You must sweep all three outposts, and then fight your way to the exit.
Each time you play Raid, you will spawn in a random location and the outposts will be placed in other random locations throughout the map. The structures and layouts of each outpost will be procedurally driven in a multitude of ways, as well as the location of the alarm switch.
Very soon we will be able to share a lot more from this, but for now, I'd like to show you this teaser of a screenshot I grabbed in the editor while testing the environment.

Beyond
Blood Trail always has been destined to be an immersive, story-driven single player experience. So once we cap off these updates, we will move on from creating content for the arcade modes, and focus our attention on the single player game experience. We will continue to add things to the live build of Blood Trail as we get them ready for single player. Things like player abilities, weapons, graphical updates, bug fixes, new features, etc. We will also continue to fix bugs and refine existing features.We'll also be posting media of the process as we go.
The goal is to create and release the first chapter of single player gameplay in Early Access. With your feedback from this, we’ll finish the rest of the story and move to a full release.
Greetings everyone!
We want to give you a quick update on the current status and an idea of what’s to come for Blood Trail.
Team
We are finishing up our current work commitments over the next month in order to focus entirely on Blood Trail. We will both be back to working full time on the game by the end of July!
Current Status
We recently pushed the latest experimental build to the main branch. We hope everyone who hasn’t had a chance to play yet enjoys the new level! Up next, we’ll have a series of updates that include but are definitely not limited to the following:
- Several completely new looks for the enemies.
- Adding new control options.
- All new simulated blood leaking effects on the enemies and the environment.
- Triggering gore effects will spatter blood all over the body and clothes wherever you hit them.
- Vector SMG + weapon re-balancing.
- New game mode: Raid - This is an entirely new game mode designed to give you a longer, more immersive, goal-oriented experience.
These updates will be rolling out over the coming weeks/months.
What’s next for Blood Trail?
Raid
You're somewhere in the woods. Scattered deep in the trees lie three Neptune's Vow outposts. Your objective is to find each one and murder everyone there. A new upgrade to your smart watch will help to guide you as you make your way through the woods. When you arrive at an outpost, panicked cultists will sound an alarm, summoning backup. You must find the alarm, disable it to stop the attackers, and finish off anyone left nearby. You must sweep all three outposts, and then fight your way to the exit.
Each time you play Raid, you will spawn in a random location and the outposts will be placed in other random locations throughout the map. The structures and layouts of each outpost will be procedurally driven in a multitude of ways, as well as the location of the alarm switch.
Very soon we will be able to share a lot more from this, but for now, I'd like to show you this teaser of a screenshot I grabbed in the editor while testing the environment.

Beyond
Blood Trail always has been destined to be an immersive, story-driven single player experience. So once we cap off these updates, we will move on from creating content for the arcade modes, and focus our attention on the single player game experience. We will continue to add things to the live build of Blood Trail as we get them ready for single player. Things like player abilities, weapons, graphical updates, bug fixes, new features, etc. We will also continue to fix bugs and refine existing features.We'll also be posting media of the process as we go.
The goal is to create and release the first chapter of single player gameplay in Early Access. With your feedback from this, we’ll finish the rest of the story and move to a full release.