[p]Greetings, Explorers![/p][p][/p][p]We’re excited to bring you a quick update on the current state of
Blind Descent. As development progresses, we wanted to share how the game is shaping up — what’s working well, what’s evolving, and what still lurks in the shadows (much like some of our nastier enemies).
[/p][p]This is just a real look at where we are — some wins, and some messes we’re still working through. Here’s what we’ve been up to lately.[/p][p]
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[/p][h3]Looking Back: The First Playtest[/h3][p]
[/p][p]Our first public playtest two years ago was a big milestone — the first time players got to experience
Blind Descent as a full gameplay loop: exploring, surviving, and diving into mini-dungeons. It marked the beginning of gathering real feedback on how the game
feels in players’ hands.
[/p][p]Visually, not much has changed since then — the vibrant atmosphere and immersive environments were already strong. What
has evolved is the gameplay. Back then, inventory and item management were immersive but overly complex. Every item took up real-world space, which was cool for decorating your shelter… but clunky for actual survival. And trying to navigate all that with a gamepad? A nightmare. It was already a handful with a mouse and keyboard.
[/p][p]Combat, movement, player camera — all of these got significant overhauls thanks to that first wave of feedback. It was rough around the edges, but it set the stage for where we are now.[/p][p][/p][p]
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[/p][p][/p][h3]Looking Forward: What Has Changed[/h3][p][/p][p]We’ve been deep in the guts of
Blind Descent, tearing systems apart and stitching new ones in — and we’ve got some big changes to share.[/p][p][/p][p]
🗺️ Map System + Full Rework[/p][p]The fog of war is finally lifting — literally. The new map system lets you track everywhere you’ve been via your Holowatch interface.
[/p][p]On top of that, we’ve completely reworked the layout of the map itself. It’s no longer just pretty — it’s purposeful. Every area is built to reward your curiosity, turning exploration into actual progression.
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🕳️ First Major Dungeon[/p][p]Get ready to descend! The upcoming playtest features our first major dungeon — a massive, layered space full of danger, lore, and alien weirdness. It’s the most ambitious level we’ve built so far, and it marks a turning point in how you’ll interact with the world of
Blind Descent.[/p][p][/p][p]
🧬 Organic Restoration System[/p][p]The Organic Restoration System makes nature fight back. When you build, an infection cluster soon appears nearby. If left unchecked, it spreads, overtaking and destroying your structures. This system also affects felled trees and dropped items — they get covered in fungi and regenerate, showing how nature reclaims everything over time.[/p][p][/p][p]
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🔁 Adaptation System[/p][p]Forget boring quests. Every task you receive now feeds into your personal adaptation process. The environment shapes you — not through checklists, but through challenge, exposure, and consequence.[/p][p]
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🎮 Full Controller Support[/p][p]Plug in and play — everything in
Blind Descent now supports full controller input, reworked from the ground up for smooth interaction.[/p][p]
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🧩 Full UI Rework[/p][p]The entire UI has been redesigned to be cleaner, more responsive, and immersive. From inventory to navigation, expect a far smoother user experience that fits the tone of the game.[/p][p]
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[/p][p]The next playtest will feature all of the above, and more. It’s a big leap forward, and we can’t wait to hear what you think when you get your hands on it.[/p][p]
[/p][p]We’re incredibly excited about where
Blind Descent is heading — and even more eager to get these new systems into your hands. This world is strange, reactive, and alive, and every update brings us closer to the experience we’ve envisioned from the start.[/p][p]
As always, your feedback is what helps us evolve. Keep exploring, keep adapting — and we’ll see you on Mars![/p]