1. Blight: Survival
  2. News

Blight: Survival News

In Blight: Survival you roam a decaying medieval world putting the sword to fungal zombies


For years now I have watched Haenir's putrid action-horror game Blight: Survival like a miasmatic knight errant squinting through the bushes at a peasant-shaped mushroom. I reached out to the devs for an interview a while ago, and received no reply. I wasn't hugely surprised by their silence: Blight began life as a two-person project, and is a long way from release. Still, there's been some ominous movement of late: the developers have unveiled a new biome and enemies, and are now fielding applications for very limited closed playtesting.


Read more

The Marshlands - In-Engine Footage

[previewyoutube][/previewyoutube]
Greetings, Writhen,

Over the past couple of weeks, we’ve shared a few glimpses of the Marshlands, from concept art to in-game screenshots.

Things are really coming together, and we’re excited to show off the progress that Briac, our Senior 3D Artist, has made with the Wailing Tree. He captured it in all its glory, and we think he’s done an amazing job bringing the vision to life.

Ian, our Audio Director, also worked his magic on the sound design for the area and it all just clicked together perfectly.

The Marshlands biome has been in development for a few months now, and it’s so satisfying to see everything starting to take shape.

But we’re just getting started, and there’s much more to come.

Keep your eyes peeled for more updates on the game. As always, be sure to add Blight: Survival to your Steam Wishlist to stay updated, and join us on Discord to be part of the discussion!

-The Blight: Survival Team

Insights from the Dev Team

Greetings Kinfolk,

Thanks for your continued interest in Blight: Survival! As development begins to ramp up, we felt this was the perfect time to take a moment and answer some of your most asked questions about the game’s progress.

How big is Blight: Survival’s dev team?

We’re happy to share that over the past few months the Blight: Survival team has grown significantly. What started out as two passionate developers at Haenir – Ulrik and Mads, Blight: Survivals’ original creators – has now expanded to include several dozen full-time developers at Behaviour, working to help execute their creative vision.

At the time Behaviour came on board, Haenir already had a solid foundation in place, represented by a conceptual demo, showcasing the core gameplay, as seen in the trailer. As compelling as this demo is, it remains just that – a small, polished section of the game. While Blight: Survival still has a very long way to go, the addition of level designers, narrative writers, programmers, UI/UX devs, concept and VFX artists, animators, sound designers, QA testers, directors, producers, and more, is a huge step forward.

Through it all, Ulrik and Mads remain deeply involved as Creative Directors. They continue to ensure Blight: Survival stays true to their original vision, while benefiting from Behaviour’s expertise to broaden their scope, refine core features, flesh out new systems, and deliver the game we all can’t wait to play.

What’s the team been up to?

Developing a game like Blight: Survival is a massive undertaking, and a lot of the team’s efforts take place long before anything ever appears in-engine.

An incredible amount of work goes into creating critical documentation and design planning for things like our core mechanics, world-building, enemy behavior, and how it all connects.

Every week our team gathers for showcase meetings and internal playtests where we get to see how each department’s amazing work will ultimately fit together. Whether we’re looking at new 3D models, animations, enemy AI behavior, combat mechanics, or major gameplay features being tested (dismemberment!), it’s thrilling to see the limbs fly and the world continue to take shape week by week.

While progress has been steady as we test, iterate, and refine the Blight: Survival experience, we’ve still got a long road ahead. It’ll be a while before we’re ready to talk about a launch window, but as development progresses you can expect us to run public playtests to help gather feedback and finetune the game.

When can I playtest the game?  

We know many of you out there are understandably eager to get your hands on Blight: Survival. While we’re still a ways off from holding large-scale playtests, we’re looking at running some very limited closed playtests via our Playtest Squad throughout this year.

Want in? Register right here for a chance to be selected.

Can you show us more of what you’re working on?

If you haven’t been following our latest updates on Discord, here’s a quick roundup of what we’ve revealed over the past few months.

The Evolution of the Blight

A glimpse into how the Blight corrupts those that it touches. Type XIV Swords and Weapon Customization

A first look at some of the weapons you’ll be able to wield in Blight: Survival – fragments of three 14th-century Type XIV swords. While just a sample, these pieces hint at our ongoing experimentation with weapon customization. New Enemy: “Gravestrider”

One of the enemies recently revealed was the Gravestrider, a Blight-infected monstrosity, fully rendered in-engine. New Biome: “The Marshlands”

“The Wailing Tree”

Iterating on concept art helps the art team align on the desired look and feel of an aera. The Wailing Tree is a perfect example of this process. It evolved through several iterations, each crucial for refining the overall design, before becoming the disturbing landmark you’ll eventually encounter in-game.

“Before the ages of kings, the Wailing Tree chimed a hymn of ancestral bones. But the Baron’s terror stripped the boughs of their holy song. Laden are they now with sewn hands and rusted garlands, and final prayers spoken only in a whisper.”

When will we get more news about the game?

We hear you loud and clear. You want to see more of Blight: Survival, and we can’t say we blame you. The good news is we’re finally getting to a stage where we’ll be able to show off more of what we’ve been crafting on a regular basis, so stay tuned!

Add Blight: Survival to your Steam Wishlist to guarantee that you don’t miss a single upcoming reveal, and you can also join us on Discord to be part of the discussion!

-The Blight: Survival Team 

The Wailing Tree

Greetings Kinfolk,

We’re back with another glimpse into the Marshlands! Last time, we gave you a first-look at this forsaken land, and today, we’re pulling back the curtain on how we bring its history from concept to reality.

At first glance, this image might seem like a simple piece of concept art, but it serves an important purpose. Rather than a finished illustration, it’s a collection of ideas, a visual blueprint for the Marshlands. Our artist, Mathieu, crafted this piece to explore the region’s mood, key landmarks and overall tone. It helps align the team’s vision and provides our 3D artists with a clear direction as they shape the world in-game.

We’ve got more to reveal about this area in the coming weeks, but for now, let’s take a closer look at what’s lurking in the Marshlands:

“Before the ages of kings, the Wailing Tree chimed a hymn of ancestral bones. But the Baron’s terror stripped the boughs of their holy song. Laden are they now with sewn hands and rusted garlands, and final prayers spoken only in a whisper.”

…and that’s all we’ve got for today. Keep your eyes peeled for more updates on the game. As always, be sure to add Blight: Survival to your Steam Wishlist to stay updated, and join us on Discord to be part of the discussion!

-The Blight: Survival Team

We're back!

Greetings, Writhen,

The new year is already in full swing, and so is development on Blight: Survival. We’ve been sharing most of our updates over on Discord, but with our ever-growing team making big strides, it’s time to start bringing more of that out into the open. Let’s kick things off with a fresh look at some of what we’ve been building.

Feast your eyes upon this new in-engine shot, taken by our Senior 3D Artist, Briac - it's from a new biome that we’ve been crafting, codenamed “The Marshlands.” This region is just one of the many eerie locations you’ll explore in the game. If it looks a little darker than what we’ve shown before, it’s because it is, and yeah, that means exactly what you think it does. Blight: Survival has a full day and night cycle! We won’t give too much away just yet, but let’s just say that once the sun sets, survival won’t be so simple.


We’ll be sharing more information on The Marshlands and other parts of Blight in upcoming dev updates. We’re aiming to post dev updates like this more regularly, so expect more glimpses behind the curtain as we keep pushing forward. (And when we have something cool to show.)

If you want to be the first to see sneak peeks like this, join our Discord! It’s the best place to chat with the dev team, share your thoughts, and connect with other Kinfolk. All sneak peeks and dev updates drop there first, so if you don’t want to miss anything, that’s the spot to be.

A lot of you have asked how you can support us, and honestly, just being here and excited about the game means a ton. But if you really want to help, wishlist the game on Steam - it helps more than you might think!

Thanks for sticking with us. We can’t wait to show you more. See you in the next update!

— The Blight: Survival Team