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DEV BITES #05



COMMUNITY UPDATE
Dev Bites - Issue Five

Welcome to our issue five of Dev Bites! This time, we discuss a number of major developments regarding our upcoming next zone, as well as our latest upgrades to the main menu and pre-game lobbies.

Overview
  • The Town progress update
  • Shards and unlocks
  • Menu Updates
  • New game mode


This Week

[h2]Section Three “The Town”[/h2]
As a quick recap, every map in Sanguivore will be broken down into four sections. Over the last couple of weeks, preparing the third section of our initial Alaskan map has been the primary focus. The third section, known as “The Town”, is the biggest section yet with various mini-areas filled with tasks and challenges.



The good news for this upcoming section is that we have reached an important milestone. We have now started running general tests of the whole area and have done several internal run throughs of the section. We are pleased to share that our results have been very positive so far. Evading enemies was fun, objectives and AI enemies were working as intended and performance was surprisingly reasonable for the current stage of development. Naturally, there are lots of adjustments we are working on based on the results - but initial testing has been successful.

Here’s a recap of the areas in the Town we’ve been working on over the last few days.

[h2]The Electrical Station[/h2]
This landmark is an important objective for some escape routes which require power. Restoring power to the town is a good place to start in order to open up all available options. Be careful as you navigate the maze of electrical equipment as you attempt to balance out the power output to the town.



[h2]The Supermarket[/h2]
Escaping through The Market might be a good option… if you can navigate to avoid that which stalks the aisles. Fixing the power will be your main obstacle as you clamber over strewn groceries and storage boxes to reach the other side.



[h2]The Mine (Entrance)[/h2]
Some say the mine shafts burrow deep into the mountain. Brave souls might be able to find refuge through the gloom. But accessing the mine is no easy feat. The mine entrance is locked and will require some cunning… and power… to open up. Maybe those generators will help?



[h2]The Mine[/h2]
Once inside the mine, survivors must stay on guard. Navigating through the darkness will be difficult - and the Sanguivore can see better in the dark than you can. However, those who can keep their cool and find a way though, might live long enough to find light at the end of the tunnel..



[h2]The Shops[/h2]
Greeting survivors as they enter the zone is a small collection of shops and services. Although the staff are currently not available due to unavoidable circumstances, it may still be worth taking a look around these locations for both loot and sanctuary.



Development on The Town is now nearing completion. There is still work to be done on one of the objectives and there are a number of improvements we would like to make following our tests. But this latest section of the map has very much come alive over the last couple of weeks. Following our positive testing results, we are more eager than ever to unveil it for everyone in the very near future.

Shards and unlocks

Now is the time to start saving up and earning your shards. We have added two new playable characters to the game that you can now unlock using shards earned from playing Sanguivore. See images below.



We will also be adding two more unlockable characters with the next section release, which will be the final stage of the Twenty Below map.

Over time we will also add additional outfits for your characters for you to unlock and collect.



Shards also have another use in the latest update, you can now jump start games with your friends by spending shards to skip sections. If you have already completed a section successfully, you will be able to select that section from the Host “Game Setup” screen. Spending shards to skip sections costs 200 for Section 2, 300 for Section 3 and 400 shards to attempt the boss level (Section 4).



So if you make it to section three then all perish to the Sanguivore - don’t despair. If you have 300 shards spare you can jump back in where you left off with your team.

What are Shards? Shards are Sangivore’s in-game currency and are earned from every game played then added to a player's Sanguivore account that is automatically created the first time you open the game. This currency has no real world value and can NOT be purchased with real life money.

Shards are purely used as a way for the player to reward themselves by unlocking characters, skins and exclusive perks from the in-game store, known as the Shard Dealer.


Menu updates

As well as giving the main menu a complete overhaul, we have opened up the shard dealer menu, character selection and leaderboards.



[h2]The Shard Dealer[/h2]
At the moment the shard dealer menu is very basic, but will be fleshed out more over time.
This gives players the opportunity to spend Sanguivore’s in-game currency known as Shards, that are earned each game played.



[h2]Character selection[/h2]
As you enter a game, the system will automatically assign each player one of the four default player characters. Now you can click on the ‘Characters’ option and select a different character including characters you have unlocked.



[h2]Leaderboards[/h2]
Leaderboards have been gathering data since the game launched into early access, but now you can officially view top players from the leaderboard menu. Two leaderboards will be available. ‘Top Players’: players with the highest XP earned and ‘Fastest Time’: the fastest time all sections have been completed by players.



Time Trial Mode

With the next upcoming update, you’ll be able to try out the very first of our alternative game modes: Time Trial! This new game mode will be the first of several new modes we intend to add, offering new ways to play the game.

Time Trial mode is aimed at solo players, looking to compete for the fastest escape times possible. The top times will be available on the leaderboards for all to see.

Each section of every map can be run in time trial mode. The difference is that only one objective is available. This chosen objective is always the same, so players can focus on that single objective in order to improve their run with every playthrough.

There will be an individual leaderboard for every map section to conquer, as well as a record of your personal best time to beat. Leaderboards will likely be categorized by the patch version in the future, if and when updates are released that can affect Time Trial times.

To unlock the next map section in time trial mode, players need to complete the previous section at least once.

We have a lot of ideas to bring to the table for future game modes, so keep an eye out for future news on what’s in the pipeline.

What’s Next

Following on from our current objectives, after the release of the next update, we will be spending some time working with the community to test and iron out any issues in the latest section.

Beyond the next update, we will begin to implement our plans for the fourth and final map section for the Twenty Below map.

Next Patch

Progress continues towards our next major update, which will see Section 3 released, the new game menus and a new game mode. We are pushing full steam ahead with these elements of the game and look forward to the upcoming update.

WEEKLY HIGHLIGHT #02



WEEKLY HIGHLIGHT

Welcome to the second of our weekly highlight posts. Following on from last week’s look at the new Electrical Substation, this week we’re going to cover the very latest at the nearby supermarket.

On to this week's highlight…

The Market

The supermarket, known simply as ‘The Market’ locally, is a key location and potential escape avenue. If survivors can brave the Electrical Substation and restore power to the automatic doors to gain entry, a maze of shopping displays and back rooms awaits. Of course… the sanguivore prowls the aisles.



In and amongst the strewn groceries and goods, loot can be found. Keep a keen eye out for loot boxes and bodies to loot. Some locations may be tucked away so always worth searching every dark corner.

Towards the back of The Market are the store offices and breakroom. As well as being a useful place to hide and loot, navigating these backrooms is the key to escaping.



The other, much larger backroom, is the stock room. This section of the store houses endless shelves of stored goods. Tread carefully around this area. Although there are a multitude of hiding places, the wider spaces of this warehouse can make staying hidden difficult.



Accessing the various areas of the supermarket may be a challenge without lockpicks or other tools. If in doubt, there are many bodies scattered around which may contain helpful items.

In a future Weekly Highlight, we’ll discuss the supermarket roof, which is also an important potential escape route connected to the wider town.



New Hiding Place

In addition to the selection of new hiding places featured in our last Weekly Highlight, a new cardboard box hiding place has been added, often found around The Market.



What do you say?

We will be continuing to discuss various Sanguivore related topics in the coming weeks. We would especially like to talk over some community suggestions. If you have an idea for a topic to be discussed, please let us know in the comments below!

WEEKLY HIGHLIGHT #01



WEEKLY HIGHLIGHT

Welcome to the first of our weekly highlight posts. Our plan is to release a new highlight each week covering areas of maps, mechanics and even the Sanguivores themselves.

Let's get to this week's highlight…

Electrical Substation

For our first post, we have decided to cover the new electrical substation, available in the upcoming Section 3, known as: “The Town”.

The town covers a large area for players to navigate. Importantly, most areas require players to re-enable the power in order to progress. This is where the substation comes in.



With multiple ways to get to the substation, finding quick passageways to the heart of the landmark is key.

But be aware that the Sanguivore has left the comfort of indoor environments and ventured outside into the cold to search for the sweet notes of human blood.



Players will have to navigate around a small maze of metal and wire, to locate switches, slowly bringing the power back up to the correct outage value.

Getting The Town’s power back online will open up various escape plans to execute. One example is the Market, which will only open when the power has been restored.

Head to the main hub at the substation to check that all switches are in the correct position and you have not underpowered or overpowered the system.



Hiding locations

Tucked in to Electrical Station and the wider map are some handy new hiding places. It is always worth keeping tabs on the nearest place to hide in case it’s needed in a hurry.

The portaloo will be found across various industrial locations, of which there are plenty to be found in Section 3 - The Town. Worth checking if it is vacant ahead of time, of course.



Additionally, two new crate hiding places have been added. You can either crawl inside boxes on their side, or vault into bigger crates with the lids on top.



Incidentally, just a friendly tip to all survivors - the Sanguivore may check hiding places if they think you’ve snuck inside. The chances of having your hiding place searched is much lower if there are lots of hiding places nearby to choose from - so pick wisely. If there is only one place to hide, it might be better to keep running lest the Sanguivore finds you.

What do you say?

We will be continuing to discuss various Sanguivore related topics in the coming weeks. We would especially like to talk over some community suggestions. If you have an idea for a topic to be discussed, please let us know in the comments below!

DEV BITES #04



COMMUNITY UPDATE
Dev Bites - Issue Four

Welcome to our issue four of Dev Bites! In this issue, we are going to give everyone a peek at the brand new map section soon to arrive in Sanguivore: Twenty Below as well as several new UI improvements scheduled for the next upcoming update. We also discuss concepts for new game modes planned as well as outlining our intentions for using shards to unlock new characters.

Overview
  • Section Three “The Town”.
  • The Mine Yard
  • The Mine
  • The Market
  • The Substation
  • Main Menu Redesign.
  • Game modes
  • New Character


This Week

[h2]Section Three “The Town”[/h2]
With Section 1 (the Police Department) and Section 2 (the Houses) already established, we’re well into development on Section 3, a.k.a “The Town”. This next section will expand the world again, with four new escapes to choose from.



We’re really pushing the boundaries with these new escapes. The size of the area means each escape is almost a small zone in itself. Sometimes players may need to explore the wider area for resources and tools, but in many cases players will be able to choose to focus on an area with a view to completing a specific escape.



Section three really switches things up, before the main sanguivore “The Noble” would only interact with players in houses and the Sheriff’s Department. This time, he is free to wander the main areas outside where players must complete their tasks including:

The Mine Yard, the Mine, the Market and the Substation. This time it will not be so easy to evade death.

[h2]The Mine Yard[/h2]
The mines of this desolate Alaskan Town stretch deep into the cold stone of the mountains. Escape may be found through the gloom, but only if survivors can find a way inside. Outside the mine lies The Mine yard, an industrial patch used for transport and storage. Weaving in and out of the machinery is the only way to stay hidden while investigating the best way to open up the mine itself.



Maybe those generators might get things moving again…?



[h2]The Mine[/h2]
The old Mine along with the Mineyard outside are the first objectives to be almost complete. If you can figure out how to get inside, escape awaits down the oppressive passageways. For survivors able to outlast The Noble stalking his prey through the gloom, light is at the end of the tunnel. Maybe those old minecarts might see some action one last time.



Search the fallen miners bodies for parts to complete tasks to escape.



[h2]The Substation[/h2]
This area of level is a little different. It is not an escape in itself, but restoring power to key parts of the town can open up multiple new escape options. As long as you're careful not to touch anything live and can stay out of sight of the Sanguivore, restoring power at the substation might be a smart way to start.



Watch out for new ways The Noble has of getting about.



[h2]The Market[/h2]
The insides of the market are being worked on right now. What we can reveal for now though is players might find the supply door at the back a useful means of escape - if they can get to it. The Noble prowls the isles in here, uninterested in the toppled fruit and scattering frozen goods, but looking for his next meal.



The market will be composed of several main areas, including the shop front, employee offices and backroom storage. Navigating all these areas will be necessary in order to open the way out.



[h2]Rooftop Escape[/h2]
Crawling through claustrophobic mineshafts and unnerving supermarkets might not be everyone’s first choice. Another objective, also now mostly complete, dares survivors to navigate the various town rooftops. Although this solution may help you stay out of trouble with the Noble, finding the necessary equipment to zipline around and access rooftop vents may prove tricky. This escape is well suited to survivors who rely carefully on managing their inventory to have just the right tool for the job.

[h2]Final Escape Option[/h2]
There will be one more escape option added to the The Town section to complete the four total escape objectives. This objective is still being worked on, so we’ll be sharing more information when the time is right.

[h2]Main Menu Redesign[/h2]
We’re planning a small rework to some of the menus, partly to make them extra shiny, but also provide better support for SteamDeck users and players using a gamepad. We are aware that some of the font sizes can be difficult to read on some devices and setups, so we’re taking measures to increase text readability. Take a look below at the latest concept design:



Coming away from the Sheriff lockup scene in the background of the menu, we are opting for a completely image based UI, so it will fit with all the maps and Sanguivores planned.



Reworking how the lobby looks and works has been something planned for a while. With this new update we have added the ability to select the section of map you would like to start with, so if you have already played and completed section one and two (after this update) you will be able to use shards to start at section three or four (when available).

This will also include several new buttons for new game modes in being concepted:-

  • ESCAPE: Coop Campaign - Up to four players battle their way through all four sections of a map.
  • Vs. Coop PvP: Two teams of two players race to see who can escape from a single section first.
  • Time Trial: Coop speedrun - Can your team beat the top score and time for a single section.
  • 4v1: Play as the Sanguivore - Coming soon.


Also introducing new characters that can be unlocked using your hard earned Shards.



These characters will come with a number of perks and abilities selected from the perk and ability tree available to all characters that can manually be assigned (on release of the perks and ability functionality). Each character will eventually come with customisable outfits (purchased with Shards) and standard outfits for each map released.



What are Shards?
Shards are earned from every game played and are added to a player's Sanguivore account that is automatically created on first play.

Currently Shards have no use in game until the release of the character update, but are still earned from playing.

What’s Next

Work continues with getting Section 3, The Town, into shape. Most of the objectives have been designed and implemented with a few placeholders that need to be developed further. Most of the remaining updates involve level design and layout.

Naturally, we’re going to be doing a lot of testing, performance checks and tweaks in the coming days in preparation for the main release.

We will be working towards turning the Menu UI concept into a workable system for the game, with the ability to select your game character in the game lobby.

Next Patch

Our next update is expected to be a major update including the entirety of Section 3 (The Town). The update will release when it is ready, although as you can hopefully see from the screenshots, development is well in progress.

If possible we will also be working on implementing the new menu UI elements. This comes with the added bonus of making us eligible for being certified for compatibility on SteamDeck, a goal we are aiming to achieve as soon as possible.

Expect to see another Dev Bite before the next update.

Early Access - BUILD 0.27.00

Early Access - BUILD 0.27.0

Version 0.27.0 has begun! As a small peak behind the curtain, this update was originally planned to be a small hotfix. But after a successful slew of bug fixes in combination with several fancy new map features, we’ve upgraded this humble patch into a full sized update.

The houses in Section 2 now fully show the destructive power of the Sanguivore, featuring new damage to the walls that players might use to their advantage, offering new sneaky routes in and out between the buildings. The outdoor areas of the level have been given some TLC, with new environmental features and assets.

Keeping an eye out for fuses has always been essential for managing the power circuits. This update introduces some new mechanics for scavenging those fuses. Fuses can now be pulled out of electronic machines around the world.

Take a look at all the new features, as well as quality of life improvements, rebalancing, fixes and more in the patch notes below!

[h2]Links[/h2]
Remember to check out any of the following resources for more information and updates on the game.

Steam Store: https://store.steampowered.com/app/2432990

Website: https://bloodeater.games/

Sitemap: https://starter.productboard.com/beg-starter/1-sanguvoire-blood-eater-games

Presskit: https://impress.games/press-kit/blood-eater-games/sanguivore

Twitter(X): https://twitter.com/BloodEaterGames

Youtube: https://www.youtube.com/@BloodEaterGames

Discord: https://discord.gg/YwnEHmpA2y


Added
  • Added new damage to Section 2 houses. New routes in and between houses are now available.
  • Added highlight to other players so they can be seen when downed/captured.
  • Added new fire alarm switch locations.
  • Added auto benchmark skip after skipping for the first time. The benchmark screen will no longer show at startup.
  • Added secret passage between area’s on the map.
  • Added the ability to break down electrical units eg. vending machines, coffee machines to get an additional fuse.
  • Added TV noise traps to houses in section two (yet do not make noise as of yet, they just turn on).


Optimisations
  • Various optimisations affecting all hiding places


Updated
  • Various house layout updates
  • Moved body upstairs in Sheriff’s Department to prevent clipping with the camera when searching the body.
  • Adjusted head torch position to prevent clipping through walls
  • Improved general camera smoothness when exiting interaction animations
  • Improved close proximity light levels. Players also now have better visibility on the inside of hiding places. Prevents situations where the player is left in total darkness.
  • Updated Epilepsy warning to auto skip after 50 seconds
  • Removed some small floating geometry outside houses
  • Updated distribution of self revive kits
  • Keypad codes length now scale with difficulty
  • Made minigame speed slightly slow on Hard and Nightmare difficulties
  • Player is now warned if their inventory is full when trying to take a fuse from a fusebox
  • Noble no longer always spawns at the closest window to a player. Higher degree of variance.
  • Updated cliffs and mountains in outside sections of the twenty below map.


Fixed
  • Fixed salt upstairs in Sheriff’s Department misaligned with doorway
  • Fixed some items not spawning when they should due to the difficulty system limiting what items can spawn at harder difficulties
  • Fixed player getting stuck between cabinets and loft stairs.
  • Fixed issues clicking on gamma bar and confirmation buttons when starting the game
  • Fixed issues clicking on the epilepsy warning button at the start of the game.
  • Fixed issues scroll through journal entries where select item could go offscreen
  • Fixed issue where all fire alarm switches could be missing
  • Fixed camera being at an unusual angle after reading a document
  • Fixed camera being at an unusual angle after being grabbed while in the process of entering the inventory/journal tablet
  • Fixed vents being open for the client but closed for the host on harder difficulties.
  • Fixed a working fire alarm switch not spawning
  • Fixed characters being able to move away while also using a computer
  • Fixed minigame progress often going over 100%
  • Fixed situation where minigame could continually reset to 0% progress
  • Fixed a geometry clipping issue with the new stairs and the adjacent wall
  • Fixed being able to move while self healing
  • Fixed some small geometry issues with foliage causing small spheres to appear nearby.
  • Fixed fuse boxes sometimes visually have a fuse inside them, even when missing a fuse.
  • Fixed client involuntarily moving to interact with fusebox after host has interacted with the fusebox
  • Fixed client getting extra fuses out of the fusebox
  • Fixed players not receiving a fuse from the fusebox on easy and normal difficulty levels
  • Fixed PCs with no power symbol that are powered and working
  • Fixed several TVs and sparking cables that were still turned on even when the power was turned off
  • Fixed serval self revive kits being sunken into the ground
  • Fixed The Noble getting stuck behind sparking cables. He can now traverse them in his smoke form.
  • Fixed double locker sound when The Noble searches a hiding place.
  • Fixed various escape plans being visible on the UI, even when not available due to the game difficulty.
  • Fixed player collision and shadows on player held tablet
  • Fixed The Noble occasionally entering via a window and immediately leaving again.
  • Fixed some on-screen effects flashing with a white or yellow box before playing
  • Fixed player’s camera clipping in to wall when entering an upstairs office desk
  • Fixed blue light appearing at base of lockers after player gets inside
  • Fixed issue when client uses a hand mirror but two hand mirrors are removed from their inventory
  • Fixed other players legs sliding when moving while exiting their inventory/tablet
  • Fixed the power being on in the side office even though power is off on the ground floor.
  • Fixed issues if a player starts healing another player and that player dies
  • Characters will no longer incrementally lose health while healing themselves or being healed.
  • Fixed game locking up for players if grabbed by fledglings while getting into a car boot.
  • Fixed duplicate tutorial messages appearing in the journal.
  • Tentative fixes for issues navigating in the journal.
  • Navigation is now able to update with dynamic changes to the level (e.g. broken stairs, random barricades, etc).
  • Several other AI navigation issues were also fixed.


Known Issues
  • Various translation issues.
  • Controller support issues interacting with settings
  • Various issues with Hardware ray tracing (RTX) on translucent objects either rendering black or not rendering at all. (RTX is not enabled currently)