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Blight: Survival News

Sneak Peek: The Weight of Battle

[p]Combat in Blight: Survival is brutal, weighty, and unforgettable. This is a game you'll feel in your gut.[/p][p]This concept art by Mathieu, captures the feeling we’re aiming for. We’ll have more to share later this year, including an early look at combat. Stay tuned![/p][p]In the meantime, wishlist the game on Steam, and join our Discord to chat, get involved, and keep up with everything happening in the world of Blight: Survival! [/p][p]-The Blight: Survival Team [/p][p][/p]

Dev Update: September 2025

[p][/p][p]Greetings Kinfolk, [/p][p]We hope you had a great summer, whether you kicked back on vacation, soaked up the sun, or just took some time off to catch up on your game backlogs. While things tend to slow down around the summer, the Blight: Survival dev team has continued to work hard behind the scenes. [/p][p]Over the past couple of months, we’ve been deep in development across all areas, from combat, AI, animations, environments, audio, early systems, you name it. Right now, a big focus is refining the core gameplay loop: making sure it’s fun, engaging, and gives players clear goals. Once we’ve nailed that down, we’ll start laying in to the deeper systems like progression and long-term structure. It’s a critical stage, and it’s shaping up nicely. [/p][p]Let’s take a look at some highlights!  [/p][p]Our Senior 3D Artist, Leo, has been cooking up a fresh base body for some of the enemies that you may encounter. It’s packed with detail, decay, and just the right amount of “oh, that’s gross but I kind of want to pop them.”[/p][p][/p][p]Throughout the development process, we often use concept art and paintovers of existing 3D models to guide a lot of our designs, making sure each piece feels like it belongs in the world both visually and thematically. After some initial work was done on this base model, our Concept Artist, Ana, did a quick paintover to further explore how we could make this enemy fit even more into the world of Blight: Survival. Some folks might think that concept art only happens before production, but we use it all the way through development as designs evolve. [/p][p][/p][p][/p][p]The design for this particular model continues to evolve, and we can’t wait to show you where it lands in the future!  [/p][p]The Blight is spreading, literally. We’ve been experimenting with its look and feel, trying out different colours and styles to see what best captures that sense of creeping infection. This version is still very early, but it’s starting to show signs of life, or anti-life? [/p][p]Our goal is for the Blight to interact with terrain, wrap around and consume things, and make the world feel threatening. What you’re seeing now is just the beginning. [/p][p][/p][p]Combat keeps evolving with each new internal build. It’s still a work in progress (we know you’re eager for a fresh look!), but we’re continuously tuning the feel, flow, and animations to make sure it all clicks. We’re not quite ready to show an updated slice just yet, but who knows, you might just get a taste before years end. ;)[/p][p]In the meantime, we can give you a peek at something fun: one of our devs whipped up a combat arena to test enemy encounters, dubbed the World Blight Boxing Championship. It even comes with a crowd of weirdly invested Rattlers as spectators.  [/p][p] Eagle-eyed readers might notice the creepy foe lurking in the left corner of that shot: the Nightstalker. While the version you’re seeing here is still a placeholder model, it’s already giving both playtesters and devs nightmares. If you join our Playtest Squad, maybe you could lose sleep too.  [/p][p]Ana has been actively working on the Nightstalker’s design and has been playing around with different looks for it. If its already a feared enemy in its placeholder state, just wait until you see where it’s headed.. [/p][p]From the start, exploration has been at the heart of what we're building, and throughout development, we’ve been crafting multiple test worlds at once, some focused on gameplay mechanics, others on visual polish. [/p][p]The more “polished” spaces are part of our ongoing visual benchmarking efforts, making sure we’re hitting the level of quality we want for the final game. [/p][p][/p][p]The gameplay-focused ones are intentionally more stripped back, often greyboxes without textures or fine detail. This let us quickly test the core loop, systems, iterate on enemy encounters, refine traversal and more. Over time, these greybox foundations are replaced with the higher detail, fully realized environment elements, lighting and effects you’ll see in the final game.  [/p][p][/p][p]As development progresses, pieces from our more polished spaces are incorporated into the playable dev build, allowing us to refine the overall experience while continuing to push both gameplay and visuals forward. These remain crucial to rapid iteration, while also laying the foundation for the multiple regions you will eventually explore.  [/p][p]One of the most exciting types of areas we’ve been working on are something we recently revealed in one of our recent Steam posts: Dungeons. Tight, atmospheric spaces that crank up the tension. Our 3D Artist, Briac, has been building handcrafted dungeon environments with a focus on lighting, narrow exploration paths, and tight encounters. They’re still early, but even now, they’re shaping up to be a standout part of the dev build.  [/p][p]Since we’re developing the game for multiple platforms, including consoles, we’ve been testing different controller layouts to make sure the moment-to-moment interactions feel right. This early testing helps us fine-tune everything as we go. There’s still a lot of polish ahead, but it’s already feeling solid and intuitive. Here’s a look at our current default layout.  [/p][p][/p][p]Our Technical Art Director, Hugo, has been setting up the first batch of destructibles, adding interactions tied to combat and physics. It’s still early, but it's already looking like a great time. There’s definitely a “see pot, must break pot” energy going on here. Somewhere, Link would be proud.  [/p][p][/p][p]Many of our breakable objects were created by our 3D Artist, Alexandre, only for Hugo to destroy them. Collaborative destruction is a beautiful thing in game development. [/p][p]We’ve also been experimenting with breakable weapons. Don’t panic, when a weapon breaks, it’s not gone for good. You’ll still be able to swing it, and everything can be repaired to get back into shape. It’s definitely better than being empty-handed.. but of course, you’d rather have a trusty, non-broken weapon. [/p][p]If you’re a Lord of the Rings fan, think Isildur using what remained of Elendil’s broken sword to take down Sauron, sometimes that's all you need to make it out alive. [/p][p][/p][p]This is still early stuff, so it’s a bit rough around the edges. We’re testing and iterating on breakpoints, and eventually, weapons will show varying levels of wear, damage and deformation before they break. [/p][p]We’ve been doing a fair bit of of mocap lately to bring combat and movement to life… but not every take goes quite the way we planned. Let’s just say our devs are putting their bodies on the line for Blight. [/p][p]Here’s Ulrik, one of our Creative Directors, giving it his all during a calibration test, looking like he snapped his ankle in the process. Don’t worry, he’s fine! [/p][p][/p][p]This is just a slice of what we’ve been working on recently, but we love to bring you into the process and show you what’s going on behind the scenes. There’s still a lot of work ahead of us, but development is moving at a great pace, and it’s been incredibly rewarding to see the pieces coming together. [/p][p]As always, thank you for your patience, support, and excitement. We’ll have more to share as our work on Blight: Survival continues, and we’ll continue bringing you along for the ride. [/p][p]In the meantime, wishlist the game on Steam, and join our Discord to chat, get involved, and keep up with everything happening in the world of Blight: Survival! [/p][p]-The Blight: Survival Team [/p]

From Menu Screen to Milestone

[p]Greetings Kinfolk,  [/p][p][/p][p]We wanted to share a look at something that's been quietly motivating us behind the scenes: our current in-game menu screen.  [/p][p][/p][p]The background is a recent piece of concept art by our talented Concept Artist, Mathieu. It shows a quiet waterside in our Blight-infected world, with a distant structure on the horizon, one of the late game areas that you'll eventually reach. Right now, it's not just concept art, it's what we see every time we open the project.  [/p][p][/p][p]It's a reminder of the world that we're building, and how far we want to take it. In a way, it's become a bit of a milestone marker for us, and a place we can’t wait to get to. [/p][p][/p][p]If you like what you see, don’t forget to wishlist the game on Steam and join our Discord to follow development and chat with the dev team and our community! [/p][p][/p][p]-The Blight: Survival Team [/p]

First Look: Behind the Walls

[p]So far, most of what we’ve shared from Blight: Survival has focused on the outdoor environments. The decaying villages, rugged cliffs, forests, marshes and the moody wilderness in between. [/p][p][/p][p]Naturally, one of the most common questions we get is: 
“Is everything set outdoors, or will there be interiors too, like dungeons, caves, or enclosed areas?” [/p][p][/p][p]The short answer? Yes, absolutely! [/p][p][/p][p]While our team has been bringing the world to life above ground, we’ve also been exploring interior level design. These tighter, more atmospheric spaces offer a contrast to the open biomes outside and allow for a different kind of pacing, tension, and storytelling. [/p][p][/p][p]Recently, during one of our internal team showcases, our Senior 3D Artist Briac shared this early look at a cellblock he’s been working on. It’s still a work in progress, but the mood and tone really stood out, and we couldn't resist showing it to you all.  [/p][p][/p][p]We’ll have more to show down the line as these biomes evolve, but for now, here’s a first look at one of our interior spaces: [/p][p][/p][p]Here's a closer look at the cell:[/p][p]We've also added this scene, fully animated to Wallpaper Engine, so you can use it as a desktop background. If you own Wallpaper Engine on Steam, you can grab it here.[/p][p][/p][p]With that said, we can't wait to show you more of what we're crafting. Don't forget to wishlist the game on Steam to stay in the loop, and join our official Discord to chat with the team, ask questions and be part of our community! [/p][p][/p][p]-The Blight: Survival Team [/p]

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]