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  3. You Asked, We Answered – June 2025 Discord AMA Highlights

You Asked, We Answered – June 2025 Discord AMA Highlights

[p]Recently, we sat down with our Discord community to answer your questions about Blight: Survival. From lore and gameplay mechanics to character customization, sound design, and the partnership between Haenir Studio and Behaviour Interactive, you didn’t hold back.  [/p][p][/p][p]The result? Hundreds of questions submitted through our pre-AMA survey, with even more asked live during the event. Joining the session were Mads and Ulrik (Creative Directors), Vincent (Producer), Julien (Brand Manager), and Brandon (Community Manager). [/p][p][/p][p]In this blog, we’re highlighting a selection of some of the more detailed answers, alongside a handful of shorter, rapid-fire ones, covering everything from combat design to our approach to customization and development timelines.  [/p][p][/p][p]If you want the full uncut transcript with all 60+ Q&A’s, you can find it in our official Discord. We’ll be keeping the AMA channel live so folks can revisit past answers and participate in future sessions.  [/p][p]Let’s dive in! [/p][p][/p][h3]Playtesting and Timeline [/h3][p]Q: When can we play the game? What’s the release window? [/p][p]Julien: The honest answer is that it’s still too early to give a release date. [/p][p]A lot of you have asked about this, so we want to be as transparent as we can without putting ourselves in a position where we are forced to let you down and delay the game.  [/p][p]We will say this: the game is not launching in 2025 or 2026.  [/p][p]We want to deliver the game you deserve, and we’ll take the time needed to get there. [/p][p][/p][p]Q: Will there be public playtests? How do I get in? [/p][p]Brandon: Yes! We’re looking at 2026 for our first open playtests, but we’ve already been running small, limited closed playtests with our Playtest Squad and will continue doing so throughout the year. If you're interested in joining the early closed playtests, sign up at: https://bhvr.com/playtest[/p][p][/p][p]Q: Why haven’t we seen more gameplay yet? [/p][p]Brandon: We hear you, and we’re planning to share much more moving forward, including evolving systems, early designs, rough prototypes, and even sneak peeks that are closer to a “finished product” too. We want to bring you into the process while things are still evolving rather than when they’re "done.” [/p][p][/p][h3]The Development Partnership [/h3][p]Q: What are Haenir and Behaviour’s roles in development? [/p][p]Brandon: Blight: Survival is being developed, funded, and published by Behaviour Interactive, in partnership with Haenir Studio (the original creators and creative directors). 
Mads and Ulrik from Haenir are still closely involved, guiding the creative direction. The DNA of Blight comes from their original vision.
 [/p][p] [/p][p]Q: Has Behaviour’s involvement impacted the release date? [/p][p]Mads: There are several reasons we partnered with BHVR. One of the biggest is the uncertainty and turbulence in the industry. Running a studio, securing funding, marketing, production, it’s a lot, and not all of it lines up with just “making the game.” [/p][p]This partnership helps us mitigate risk and ensures we can deliver the game, even in a tough market. Their experience and financial support have also helped us expand the scope and ambition of the game. That expansion required us to rebuild a lot from the ground up, which is why the release is still a bit further out. [/p][p][/p][h3]Combat, Systems and Gameplay Focus [/h3][p]Q: What is the overall focus of the combat system? Is it about 1-on-1 fights? Hordes? Resource management? [/p][p]Ulrik: Our combat system is primarily focused on fewer enemies (not a horde-style game like Vermintide). We want combat to feel immersive, intimate, brutal, and have a certain complexity. You’re not a superhero in Blight: Survival, you’re a soldier facing dangerous foes in a hostile and brutal world. Weapon damage efficiency based on type (cutting, blunt, piercing, etc.) is also something we’re looking into. [/p][p] [/p][p]Q: What’s the genre of this game anyway? [/p][p]Julien: We’re crafting a unique experience that takes inspiration from genres like action-horror, extraction games, souls-like/lite, and action-adventure, but it’s not strictly any one of them. 
Every fight is a tense battle to survive. Whether you’re trying to grab what you need, push further in, or know when to get out, it’s all about weighing risks and rewards. Combat is tight, tension is high, and losing something, whether it’s progress, gear, or your life, is always on the table.
 [/p][p] [/p][p]Q: What are your plans around monetization? Battle passes, microtransactions, etc? [/p][p]Vincent: We have no intentions to include microtransactions or battle passes. Our focus is on delivering a complete core experience with a set boxed price (price still to be determined). 
That said, once we’ve delivered a game we’re proud of, we might explore paid DLC expansions, work on a sequel… or maybe even a zombie dating simulator spin-off. You never know.
 [/p][p][/p][p]Q: What does character customization look like? Can you give a more in-depth look at how customization works? [/p][p]Mads: Great question! We totally understand the importance of character customization, and while we focus more on gear and accessories rather than detailed physical features, we want your Writhen to feel uniquely yours within the grounded, gritty world of Blight: Survival. [/p][p]Customization will revolve around masks, helmets, armor, weapons, and more, allowing you to create a distinctive look without breaking the game’s aesthetic. You’ll also design your Vanguard’s banner and heraldry and choose a deity to align with, which determines your starting mask. Plus, many masks and gear can be discovered throughout the world. [/p][p]You’ll be able to mix and match helmets, chest, leg, and arm armor, tabards, materials, and colours. Our goal is to provide a deep and meaningful customization system so you can feel connected to your characters. [/p][p] [/p][h3]Lore, Immersion and Sound:  [/h3][p]Q: Who are we in the story? Are we just a blank slate? Why are we going into the Blight? 
Mads: You’re playing as a Writhen (singular). A Writhen is part of a Vanguard—soldiers on the front lines of the fight against the Blight. Their role is to infiltrate infected territories to understand and weaken the Blight’s spread. [/p][p]As part of your Writhen initiation, you’re stripped of identity and forced to wear masks—partially to survive the spores, partially to erase who you were. 
Desertion? That’ll get you killed. 
…And if you somehow manage to escape, you risk succumbing to the Blight itself. 
(More on that later.)
 [/p][p] [/p][p]Q: What are your plans for sound design? I feel like great audio can make or break games, especially parry sounds. [/p][p]Mads: Sound design is extremely important, especially in a game that drips with mood. We’re big fans of what Hunt: Showdown did in this space. Sound is definitely not something we want to cheap out on. 
That goes for combat sounds like parries, weapon impacts, and armour, but also environmental ambience and music. Every creak, breath, and clash should feel powerful and meaningful. 
[/p][p] [/p][h3]Here are some of the rapid-fire questions from the AMA. Short, sharp, and straight to the point. [/h3][p][/p][p]Q: Will there be small customization options like body type or voice so I can hear my character scream in a feminine voice? 
Vincent: Think Helldivers 2, we love that neutral approach to character expression and plan to do something similar. [/p][p][/p][p]Q: Will NPCs react to proximity chat if it’s added? 
Mads: If we include proximity chat (which is something we’re experimenting with), NPCs would definitely react to it. [/p][p][/p][p]Q: Will there be PvP? Optional or built-in? 
Brandon: PvP isn’t planned. The game is designed as a pure PvE experience for solo or co-op.  [/p][p][/p][p]Q: Will the game become a horde-style hack-and-slash or a more tactical game like The Last of Us? 
Vincent: Definitely more tactical. Every attack is meaningful. It’s not a horde game. [/p][p][/p][p]Q: Any plans to include plausible, but uncommon medieval weapons, like a great maul, to fight heavily armoured enemies? 
Ulrik: Absolutely. While we’re grounded in 14th-century inspiration, we also ask: how would people of that time adapt to the Blight? This fits right in. [/p][p][/p][p]Q: Will there be in-universe political dynamics? 
Mads: Definitely. The world features factions and power struggles. In-game, you’ll directly interact with three: the Writhen, the Blighted, and the Church of Eternal Dawn. [/p][p][/p][p]Q: Do the Church of Eternal Dawn and other factions all view the Blight the same way? 
Mads: Not at all. Different factions have different beliefs about what the Blight is, who caused it, and why it exists. Religion plays a big role. [/p][p][/p][p]Q: Is Blight: Survival connected to The Blight from Dead by Daylight or the Fog? 
Brandon: Even though BHVR is developing Blight: Survival, it’s completely separate from Dead by Daylight. Different universe, tone, gameplay and dev team. There’s no lore connection to the Fog. [/p][p][/p][p]Q: Will the game release on consoles like Xbox and PlayStation? 
Julien: Yes! Blight: Survival will launch on Xbox and PlayStation. [/p][p][/p][p]Q: Would you still love us if we were worms? [/p][p] Brandon: Of course! We’d even make tiny armour sets and give you your own little worm-sized swords.  [/p][p][/p][p]A huge thank you to everyone who submitted a question or just dropped by to listen in. Your curiosity and passion continues to shape how we share the journey of making Blight: Survival with all of you.  [/p][p]This post only scratches the surface, covering some of the most notable questions from the AMA. For the full list of over 60+ Q&As, head over to the Discord AMA Archive! [/p][p]We’ll be back soon with more dev updates and sneak peeks, so keep an eye out for what’s coming ashore.  [/p][p]-The Blight: Survival Dev Team [/p]