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Blight: Survival News

We're Doing An AMA!

We’re hosting a Live AMA on June 5th at 1PM ET on the Blight: Survival Discord, and we’d love for you to join us!

Joining us for the AMA are:
- Mads, Creative Director
- Ulrik, Creative Director
- Vincent, Producer
- Julien, Brand Manager
- Brandon, Community Manager

...and maybe some others from the team, depending on what you ask. ;)

We look forward to hearing what’s on your mind, and sharing some stuff we’ve been working on too. See you there!

-The Blight: Survival Team

Mud-and-blood medieval horror game Blight: Survival gets even muddier in the Marshlands biome




We've been following the development of co-op action-horror game Blight: Survival for a good long while now, going back to a gameplay reveal trailer in 2022 that showed filthy knights fighting filthier zombies. A recent sign of life in what might have looked like a fungus-encrusted peasant corpse, the Blight: Survival team recently shared a look at the development of the Marshlands biome in a post with an evocative name: Mud, rot and the weight of a dying world...
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Mud, rot and the weight of a dying world

Over the past few months, we’ve been gradually revealing glimpses into Marshlands, one of the eerie biomes that you’ll explore in Blight: Survival. From concept art to a more recent in-engine walkthrough, this area has grown with each reveal.

Internally, the Marshlands have been in development for a while. But until recently, the only pieces we had shared with the community were static shots. That changed with our first in-engine footage. It’s been exciting for our team to show how this environment feels in action, not just how it looks.

If you haven’t seen it already, check out our recent in-engine showcase of the Marshlands:

[previewyoutube][/previewyoutube]
Before we dive deeper into the design, here’s a quick look at the background lore that shaped the Marshlands, the mood, the history, and the rot at its core.

“The Marshlands were quiet, but never peaceful. The locals survived on whatever the waters offered, but most of it was taken by those in power. Peat-digging, once a vital way to earn a living, became a brutal curse. As bodies stacked up and old customs faded, strange growths began to spread across the land, marking the beginning of a transformation that left the land and its people unrecognizable.”


That unease in the lore translates directly into how the Marshlands feel when you're playing. One of the first glimpses we shared was a nighttime shot, which wasn’t just a visual milestone, it also hinted at a core gameplay feature.

Time of day will impact everything from difficulty to visibility, and we wanted this first in-engine screenshot to reflect the tension and horror that darkness brings.

This was the first in-engine image of the game we’ve shared since our reveal trailer, and we wanted to reaffirm that the mood, grit, and atmosphere from the reveal trailer are still very much alive in what we're building.


The Marshlands are full of unsettling landmarks that help tell the story of what this place has become.


One of the most striking features we’ve revealed is the Wailing Tree, a twisted and terrifying willow that bleeds horror into the land around it. Its design evolved from a basic concept into an instantly recognizable landmark and piece of environmental storytelling.

“The Wailing Tree has deep roots in the Marshlands’ past, once tied to quiet rituals and respect for the land. What it meant to the people has been lost. Now, it stands as something darker, repurposed as a warning to anyone who steps out of line.”

In that screenshot, you can also spot a Breaking Wheel, an old execution device used to make examples out of people. Victims were sometimes hung, not just to hurt them, but to humiliate them. It’s another quiet reminder of how deeply cruelty runs through this world.


To give you a better sense of how this biome came together, we sat down with Briac, our Senior 3D Artist, to talk about the creative process behind building the Marshlands.

- What’s your role in bringing the Marshlands, and the world of Blight: Survival, to life?

Whether it’s the Marshlands or any other environment, my main role is to first understand how the area works, what makes it unique? Why does it feel more like a swamp rather than any other type of biome? Once I’ve figured that out and outlined the key characteristics and small, essential details, I can start building the environment on a solid foundation.

- How did the concept art or early ideas influence your work on the Marshlands? Did you follow the concepts closely, or take some creative liberties along the way?

There are endless references out there, but a marsh can evoke all kinds of feelings. The concept art gives me a clear direction for the atmosphere we want to achieve.

From there, when it comes to creating the environments and adding those smaller “micro-stories,” I have a lot of creative freedom. We collaborate and discuss ideas as a team to come up with fun and surprising details to include.


- How do you keep gameplay in mind while building the Marshlands?

We already have a good sense of the core gameplay requirements, technical metrics, and navigation needs, so that helps guide how we shape the environment. Of course, we also stay flexible and anticipate changes and iterations as the game continues to evolve.

- What tools or software did you primarily use when building your parts of this biome?

Mainly Unreal Engine 5 and Blender. We have a ton of ideas, so it’s important to be able to test and tweak things as much as possible!

- Did you use any reference materials or real-world inspiration to help shape the look and feel of the Marshlands?

Absolutely, photos, videos, documentaries, and even things we notice just walking down the street can all spark ideas. But the most important thing is staying true to the biome. That’s why understanding how it works is so critical, it keeps everything grounded and cohesive.

- Were there any fun little details or ideas you snuck into the Marshlands that players might have missed in the sneak peeks?

Maybe... 😉

- How closely did you collaborate with the concept team, other 3D artists, our Principal Art Director, Pascal, or even Mads and Ulrik, our Creative Directors, to bring this area to life?

The collaboration has been fantastic. We have regular meetings where we share progress, bounce around ideas, flag any blockers, and work together to find solutions. It really feels like passionate people coming together to create something special.

- Is there a particular asset you’re really proud of, even if it’s something small or subtle? Or a favourite piece you worked on?

I really enjoyed working on the ruins, their silhouette on the horizon and the sense of history they suggest.

Is there a specific part of the Marshlands you’re especially excited for players to see for themselves?

Keep an eye out for the distant silhouette of the ruins. You may not want to get too close…

- Is there anything you’d like to say to the community watching the development of Blight and looking forward to exploring the Marshlands?

I can’t wait to see you venture into it, and to find out how you’ll make it through…

That’s all for today’s blog post. We have much more to unveil on the Marshlands, but we’re working on something new which we can’t wait to show you. Keep an eye out for a change of scenery in the coming weeks!

As always, be sure to add Blight: Survival to your Steam Wishlist, and join our Discord to be part of the discussion!

Until next time,

-The Blight: Survival Team

Blight: Survival—everything we know about the medieval co-op horror game




Curious what's happening with that cool-looking medieval zombie game that got revealed a couple of years back? Blight: Survival feels like a mix between Plague Tale, Hunt: Showdown, and Hood: Outlaws and Legends, letting you step into an alternate version of 14th-century Europe where the Black Death is essentially now a zombie virus...
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A Journey in Concepts

Greetings, Kinfolk,

Today, we wanted to share a new piece of concept art, created by our talented artist, Mathieu, aimed at capturing a feeling that we keep coming back to while building Blight: Survival. It’s not just about combat and surviving, but about the moments before everything goes down. The calm before the storm, if you will.

In this sketch, you’ve got a lone figure, the player, standing on the edge of a cliff, studying the Marshlands below. It’s a branching point. One of those moments where you stop, take in the land, and decide how you want to approach what’s next.


If you’ve been following along with earlier sneak peeks, you might recognize the Wailing tree in the distance. You’ll also spot a few scattered peasant houses, signs of an old battle, and an unmistakable blood-red fog of Blight spores creeping in as its tendrils consume the environment and materials around it. It’s unsettling, yeah, but also kind of beautiful in its own twisted way. The eerie, uneasy balance is something we’re trying to capture in our game.

Sketches like this one are a big part of how we build the world. Before things are fully crafted in 3D, pieces like this can help us figure out the mood, layout and flow of an area. They’re a springboard for how we can plan encounters, tell stories through the environment, and how we can drive the player’s experience.

Be on the lookout for more sneak peeks, and don’t forget to add Blight: Survival to your Steam Wishlist, and join our Discord server if you haven’t already, we’d love to have you there.

-The Blight: Survival Team