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Vampires: Bloodlord Rising News

Now Available in Early Access

[p][/p][p][/p][h3]It's time to rule the night, Bloodlord![/h3][p][/p][p]Today is a big day for our team. After years of ideas, prototypes, late nights, and countless iterations, we are finally ready. Vampires: Bloodlord Rising is available in early access on the Steam store![/p][p][/p][p]To show our appreciation, the game will be available at a special discounted price for the first 14 days of Early Access. This is our way of saying thank you for supporting us early and for being part of the development journey from the start.[/p][p][/p][p]If you’d like to support us even further, you can do so by picking up one of the game’s special editions. You can choose between the Moonweavers Edition, Companion Edition, and Ultimate Edition.[/p][p]With the Moonweavers Pack, you’ll start the game with an additional outfit set for both Hunter and Aristocrat forms.[/p][p][/p][p]You can compare all the game editions below.[/p][p][/p][p][/p][p][/p][p]This is only the beginning of the journey. There’s still so much we want to add, improve, and explore, and your voice and support will help shape the future of the game. [/p][p][/p][p]For now, step into the night, claim your throne, and enjoy the game. More updates are coming soon.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Release Patch Notes

[h2]Multiplayer[/h2]
  • [p]Singleplayer saves hosted later in multiplayer now receive proper server names.[/p]
  • [p]Fixed password widget.[/p]
  • [p]Improved how multiplayer sessions start and connect players.[/p]
  • [p]Fixed cases where dialogue could not start, became stuck, or looped infinitely (especially with Razvan).[/p]
  • [p]Fixed quest progression issues causing duplicated popups and missing late-game quest triggers.[/p]
  • [p]Fixed character visibility and identity issues (e.g., no more “everyone looks like Dragos” or invisible characters after respawn).[/p]
  • [p]Fixed synchronisation of workstation usage, animations, counterattacks, buffs/debuffs, ruin destruction, Mark Victim, finishers, and building interactions.[/p]
  • [p]Fixed item duplication exploits and simultaneous workstation interactions.[/p]
  • [p]Fixed item duplication exploit at merchants.[/p]
  • [p]Fixed villagers missing hair.[/p]
  • [p]Fixed Stronghold state desynchronization after takeover.[/p]
  • [p]Fixed cases where Overseer ending dialogues or region/ending dialogues failed to appear.[/p]
  • [p]Fixed issues where combat sound effects did not play correctly for other players.[/p]
  • [p]Grass now clears properly under activated Strongholds.[/p]
  • [p]Added female character titles to the TAB menu.[/p]
[h2]Stability & Crashes[/h2]
  • [p]Fixed several crashes related to finishers and interaction sequences.[/p]
  • [p]Fixed a crash that could happen while using building or painting menus.[/p]
  • [p]Building & Stronghold[/p]
  • [p]Fixed issues with placing doors and ornaments in certain structures and crypt locations.[/p]
  • [p]Replaced the building customization color wheel with more precise color sliders.[/p]
  • [p]Fixed blocked storage stations and item containers that would remain occupied forever.[/p]
  • [p]Fixed missing resources in the Stronghold build window and improved buildable price/order balance.[/p]
  • [p]Improved how NPCs move through narrow paths (stairs, Stronghold areas).[/p]
  • [p]Restored proper visuals when previewing buildings before placing them.[/p]
[h2]NPCs & World[/h2]
  • [p]Fixed villagers in Fey Marshes, Hell’s Chasm, and Grove of Sorrows standing still after reaching their destination.[/p]
  • [p]Fixed strange behavior during NPC conversations and village chatter overlapping with Dragos dialogue.[/p]
  • [p]Fixed villagers using incorrect models, speaking wrong region chatter, or having double headgear.[/p]
  • [p]Villagers now say short lines that match the region they live in.[/p]
  • [p]Fixes for trauma animations in Hell’s Chasm burned village.[/p]
  • [p]Coachman and traders no longer have mismatched head/face materials.[/p]
[h2]Vampires & Servants[/h2]
  • [p]Vampires now return resources more frequently (QoL).[/p]
  • [p]Added clearer descriptions explaining what servant tools do and what bonuses they give.[/p]
  • [p]Improved vampire interaction logic and made workstation interactions feel faster and more reliable.[/p]
  • [p]Fixed missing SFX for some gathering actions.[/p]
[h2]UI / UX[/h2]
  • [p]Improved Beast Vision to detect all resource types.[/p]
  • [p]Fixed tooltip layering and item description overlap with management panel.[/p]
  • [p]Fixed scrollbar visibility and scrolling speed in inventory.[/p]
  • [p]Fixed HUD elements showing during cutscenes.[/p]
  • [p]Added warning for unsaved gameplay when exiting.[/p]
  • [p]Added missing item icons.[/p]
  • [p]Updated skill-up sound.[/p]
  • [p]Corrected tomes description and potion effect information.[/p]
[h2]Gamepad[/h2]
  • [p]Multiple improvements for controller navigation in dialogue, stations, and the management panel.[/p]
  • [p]Improved lobby focus and controller navigation between slots, stations, and menus.[/p]
  • [p]Fixed controller issues when choosing amounts and splitting item stacks.[/p]
  • [p]Improved inventory and menu scrolling behavior for both controller and keyboard/mouse.[/p]
  • [p]Reworked shortcuts for assigning and managing characters and added unassign actions for coffin and station assignments.[/p]
[h2]Miscellaneous[/h2]
  • [p]Fixed various clothing/clipping issues.[/p]
[p][/p][h2]Known issues[/h2]
  • [p]Sometimes players may see NPC frozen in A pose in a multiplayer session.[/p]
  • [p]Some incorrect behaviour from the NPC may still be observed mostly related to navigation.[/p]
  • [p]Game is playable with the controller but some minor issues still occur. The most visible one is poor navigation in the character selection window.[/p]
  • [p]Some closed stone destructible doors are not visible to the player[/p]
  • [p]On some occasions in multiplayer session players can get disconnected and have issues re-joining, on such occasions reloading the game will fix the problem.[/p]
  • [p]Vampire builders may sometimes not be able to finish more complex structures such as some of the workstations (for example the Furnace)[/p]
  • [p]In some particular scenarios in multiplayer sessions players may appear as levitating to other players[/p]
  • [p]In multiplayer session, there may be some minor differences in display of the Vampire management tab between game host and other players.[/p]
  • [p]Some minor localization gaps may be observed.[/p]

Developer’s Note

[p][/p][p]Hello!
[/p][p]The game’s release. It still feels hard to believe. Behind us are years of development and a long period of searching for what Vampires: Bloodlord Rising truly should be. Now, the moment has finally come to put the result of our work in your hands.[/p][p]But the truth is - this is only the beginning.[/p][p][/p][p]Vampires: Bloodlord Rising was created to fulfill the fantasy of becoming a vampire lord. We believe, however, that to do this theme justice, the game needs to be developed together with you. That is why, officially…[/p][p][/p][p]We are launching Early Access! What does this mean?[/p]
  • [p]Do not expect a fully finished game. You will encounter rough edges, bugs, and systems that are still being developed.[/p]
  • [p]Early Access is an open development process for us. It means frequent updates, bug fixes, balance changes, and adapting the game to how you actually play it - not only how it was designed “on paper”.[/p]
  • [p]The story presented in the game reaches a clear culmination point, but it is only a part of a larger narrative that will be continued in future updates.[/p]
  • [p]If you are looking for a closed, fully polished experience, it may be better to wait for the full release. However, if you want to help shape the dark world of Vampires: Bloodlord Rising and have a real impact on its direction - let’s do it together, starting now!
    [/p]
[p]
[/p][p]What Vampires: Bloodlord Rising is - and what it is not?[/p]
  • [p]Every element of the game - building, management, combat, exploration, and story - carries a similar weight. We believe that this mix is the greatest strength of Vampires: Bloodlord Rising and best reflects the fantasy of being a vampire lord.[/p]
  • [p]The game does not force you to focus on a single aspect of gameplay. Want to build? Build. Dream of managing dozens of vampiric servants? Do it. Love exploration and combat? Go ahead. You shape your own playstyle.[/p]
  • [p]At this stage, we do not offer full character creation. You step into the role of Dragos - a vampire who crawls out of his crypt after his bloodline has been destroyed. How you rebuild his legacy, which direction you take his growth in, and how powerful your castle becomes is entirely up to you.[/p]
  • [p]This is not a game like V Rising, Enshrouded, or Medieval Dynasty. Vampires: Bloodlord Rising includes mechanics and elements that may echo those titles, but it is a fully distinct experience. Our goal was to combine survival with a city builder in a way where servants play a meaningful role in the functioning of the kingdom, all to better deliver the fantasy of becoming a vampire lord.[/p]
[p][/p][p]If you are still unsure whether this game is for you, you can find plenty of materials and playthroughs online that should help you make a decision.[/p][p][/p][p]Thank you for every bit of support, feedback, and engagement. We will do everything we can to raise this game to the next level together with you.
[/p][p]See you in Sangavia! ❤️[/p][p]Michal from Mehuman Games[/p][p][/p]

World Release Time Map

[p][/p][p]Mark your calendars and get ready to rule![/p][p]Check the map below to see when the gates open in your region.[/p][p][/p][p][/p][p][/p][p][/p]

Playtest Retrospective

[p][/p][p]Hello, Bloodlords![/p][p][/p][p]Before we dive into the retrospective, we want to once again thank everyone who decided to explore Sangavia during the playtest. Thanks to you and your feedback, we now have a much clearer view of what our next development steps look like.[/p][p]
In this retrospective, we’ll start with a general overview of the playtest, then dig into the most common feedback points that kept coming up. We’ll also share which of these we’re tackling first and how your input is directly shaping our next steps.[/p][p][/p][p][/p][p][/p][h2]General Overview[/h2][p]Overall, we can say this playtest went really well! We saw a whole wave of fresh blood join us, making this our biggest playtest to date. We loved to see that you didnt want to rule Sangavia alone and invited 12,500 friends![/p][p][/p][p][/p][p]From a technical point of view, we’re happy to report that there weren’t any major persistent bugs or large-scale issues affecting your experience. That said, you shared plenty of feedback and suggestions with us, and we know there’s still room to improve. Let’s talk about it.[/p][p][/p][p] [/p][h2]Closer Look[/h2][p]We’ve analysed 1,550 survey responses along with all the comments you shared, and some clear themes stood out. Many of you said you genuinely enjoy getting lost in Sangavia! Its gothic mood and dark atmosphere really resonated, and we’re so happy to hear that.[/p][p][/p][p]The fantasy of building your own vampire stronghold and decorating it to your liking is another reason many of you kept coming back. Watching your domain slowly grow from ruins into a thriving castle, supported by your servants, felt especially satisfying. For many of you, this was the reason that inspired you to put extra effort into your space.[/p][p][/p][p] [/p][h2]Strengthening the Core[/h2][p]During the playtest, we asked you to share your full experience with us - both the things you loved and the areas that need improvement.[/p][p][/p][p]One topic that came up the most was combat. Many of you expected a smoother, more impactful experience with greater variety in how fights play out. We want every part of the game to feel good, and battling the Inquisition is a big part of that. Improving combat is a clear priority for us, but it’s also an area that requires deeper work, so we appreciate your patience as we continue refining it.[/p][p][/p][p]Performance and overall polish were also mentioned frequently. These are ongoing focus areas for us, and we’re committed to improving them with every update.[/p][p][/p][p]  [/p][h2]What’s Next[/h2][p]The good news is we’ve already managed to squeeze in some fixes, and you’ll get to experience them very soon! As we move closer to release, we want to make sure you’re coming back to a smoother, more enjoyable experience.[/p][p][/p][p]We won’t dive into full patch notes just yet, but here are a few of the issues you told us about that are already being addressed:[/p]
  • [p]Fighting Inquisitors is now more rewarding[/p]
  • [p]Building elements are better organised, and some costs have been adjusted[/p]
  • [p]Vampire servants now work faster[/p]
  • [p]Arcana progression has been adjusted for the late game[/p]
[p] [/p][p]Thank you for being part of the journey, and we will see you in Sangavia very soon![/p][p] [/p][p][dynamiclink][/dynamiclink][/p]