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Raining Blood: Hellfire News

What Are We Working on for Version 1.0?

[h3]Hello, Demon Hunters![/h3]

It’s been a while since I’ve shared updates about the game’s development. I usually post more on Discord about what we’re working on, but for those who aren’t in the server: the game is still in development—and it’s getting better and better!

We’re preparing a MASSIVE update for next year. Bigger than anything we’ve ever done before. It will feature more enemies, elite enemies, boss fights, new environments, NPCs, a new damage system with elemental synergies, a revamped upgrade system, a skill tree, passive abilities for characters, and much more.

Here’s a sneak peek at what we’re working on:

New Enemies

There will be new enemies with unique behaviors. We're also reworking the enemies already in the game.

[h2]Necromancer[/h2]


[h2]Skelleton Archer[/h2]


[h2]Bomber[/h2]



New Bosses

We don’t have much to show just yet, but here’s a sneak peek:





New Levels






New User Interface








There’s sooo much more to come, but one thing at a time! Next year, we’ll be launching version 1.0. If you have any questions, feel free to message me here or join our Discord server!

Happy Holidays!



Hotfix 0.9.6

  • Reduced health for bosses.
  • Shots no longer push Cthulhu as much.
  • Adjustments to Cthulhu's behavior.
  • Enemies that fall outside the playable area in the Cathedral will die.
  • Fixed bug causing waves to advance automatically.

Beta v 0.9.5

[h3]New Features:[/h3]

Bats now drop souls near sacrifices.
Bosses drop multiple souls at sacrifices.
The cost of horns to resurrect increases by 5 each time you resurrect (5, 10, 15, etc.).

[h3]Gameplay Adjustments:[/h3]

Reduced the knockback of the minigun on enemies.
Bats are now faster.
Repitile nerf.
Object lifespan decreases as waves progress, staying on screen for less time and lightening the game.
After wave 25, only flying enemies will spawn, allowing A* to be turned off.
Enemies become faster as waves progress.
Slightly increased the time between waves.
Crimson Death explosion nerf and new price.
Health Rune (mushroom) is now more expensive.
Enemies have an indicator above their heads showing if they are within sacrifice range.
Nezha Protection duration reduced from 25s to 15s.
Weapon balancing.

[h3]Optimizations:[/h3]

Enemy bodies remain on the scene for less time as waves progress.
Fewer blood particles spawn as waves increase, reducing lag in high wave hordes.
Optimized the time enemy bodies stay on screen.
Reduced the maximum number of enemies per wave from 200 to 100.

[h3]Bug Fixes:[/h3]

Fixed the sound bug of certain items.

Hotfix V 0.9.4

[h3]Bug fixes[/h3]
  • BrainSpider SFX Bug Fix - Fixed sound effects bug for BrainSpider.
  • Deniro's Ability SFX Bug Fix - Fixed sound effects bug for Deniro's ability.
  • Increased Rune Price Cap - Maximum rune prices increased.
  • Melee Weapons Nerf - Reduced effectiveness of melee weapons.
  • Enhanced Enemy Health Post-Wave 20 - Enemies have more health after wave 20. After wave 50, they become much stronger.

Hotfix - beta v 0.9.3

  • Turquoise Nerf - Reduced critical chance and damage
  • Increased Health for High-Wave Enemies - Enemies in higher waves now have more health
  • Bug Fix - Fixed the bug preventing enemies from spawning in Harvest of Sorrow
  • Enemy Adjustments - Modified some enemies in certain levels
  • Automatic Wave Start - New waves will automatically start if the player goes more than 30 seconds without killing an enemy when there are fewer than 3 enemies alive on the screen