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Blood Rush post steam fest demo patch notes

First of all, thank you for playing the demo and giving feedback about the game! The full game is coming out the first half of this year in yearly access, and I'm so excited to deliver!

Most of the feedback were positives and really encouraging, some were less but I've addressed some issues with the patches during the steam fest.



Changes :
  • Updated the weapon codebase to support input buffering. (better gunfeel)
  • Revamped some old animations.
  • Updated some musics. (better mastering)
  • Added Russian and Italian translations.
  • Small optimisations.


I'd like to thank Berry and Giorgia Salvato for translating the game in Russian and Italian, if you want to help translate the game in Spanish, German or any other language, let me know here!

Patches :
  • Fixed an issue that would freeze the game when shooting enemies.
  • Fixed an issue that would allow weapon duplication.
  • Fixed an issue that would allow to equip 3 weapons before upgrading your weapon capacity.
  • Fixed multiple crashes linked to interactions.
  • Fixed an issue where the weapon inspect animation kept playing when no weapon were held.
  • Fixed an crash when quitting less than 0.5sec into the first corridor.
  • Fixed some collisions issues.

Thanks Alcoun for the Pythia fanart!

Be sure to add the game to your wishlist !
https://store.steampowered.com/app/2435870/Blood_Rush/

Blood Rush is part of the Steam Next Fest!

It's today!
The new Blood Rush demo comes out today, and I invite you to try it out! Whether you tried the game before or not, the new demo is worth it!



[h2]What to expect from the demo?[/h2]
The demo will be a snippet of the final game, it’ll allow you to explore the first two levels and fight the first boss, “Argos, the blinded titan”.
  • A multitude of upgrades from a few categories will be available to experiment along with a few unique weapons and spells.
  • You will be able to get a taste from the fire, electricity and blood relics to try for yourself.
  • Buy temporary upgrades from the shops.
  • Annihilate diverse foes, encounter and challenge a variety of opponents using a variety of abilities, like melee attacks, support abilities, ranged attacks and more.
  • Speak with supporting characters. The first supporting character is already in the game, speak to Hephaestus in order to learn more about the game’s universe, its mythos and unlock new upgrades.
  • A functionning in-game timer with splits that allows you to time your runs easily.
  • There is also a hidden challenge if you manage to finish the the demo fast enough.


[h2]What should be in the final game?[/h2]

https://store.steampowered.com/app/2435870/Blood_Rush/

The finished game should offer much more content, but here is what you can expect :
  • Unique bosses for a real challenge.
  • You should be able to buy new weapons from Hephaïstos.
  • New character to meet and speak to in order to learn about the game's universe.
  • New areas and mobs.
  • Alternative game modes. (endless, boss rush, hardcore)
  • A customizable difficulty system.
  • And much more!


I'll be up to fix any potential issue, or bug found within the demo for a week after release before going back to work on the early access version of the game. (I'm not sure when it will come out there is still a lot of work)

Go play Blood Rush and wishlist the game!

Max'

Thanks for playing the demo !

Hey !
The demo has been out for 3 weeks now, and I worked a lot on it to make it better. The updates were frequent, but I did not find time to write a changelog on Steam, so I'm doing it today.

First of all, thank you all for the feedback on the game. Everything has been really encouraging for the future of Blood Rush. The first two days after the release of the demo, over 2500 players played it! This is a lot! On some occasions, some of the players found glitches and crashes. I took the time to investigate what I could, and all the crashes that were reported have been solved. 

I also took some time to optimize the game (even if it was already really fine as it was), there have not been any major balance changes to not disturb the speedrunning community. 

Important updates:
- Hephaistos will now give you a gun earlier. Previously, you had to die before receiving your first gun.
- The FOV is now based on your vertical resolution. The game looks way better on wide screens.
- You can now opt out of the game analytics data collection. (Sorry for not shipping with the option.)
- I added back buttons to some menus to make them clearer. (community suggestion)
- Upgrading an ability with an elemental effect will color the ability icon. (Community suggestion)
- I updated the Thorns model to make it brighter and clearer. (Community suggestion)

Performance updates :
- The damage diplayed has been redone from scratch to improve performance. You can expect a good performance boost when damaging a lot of enemies.
- Most of the core code is now converted to C++.
- For smaller configurations, the blood stains now disappear after some time.

Balance changes :
- Argos is now a bit easier and does not attack from the gound with a root anymore.
- Buffed weapon switching speed upgrade.
- Tweaked the flow system to grant more flow from diverse actions.
- Removed a debuff for the tier V Harmonica.
- Bishops can no longer push while being possessed.

Other changes :
- Most enemies have a small portrait now in the debugun.
- Any mob can now be granted a boss health bar in the debug zone.
- Added a ticking sound at the beginning of timed rooms.
- You can no longer access the second hub by dying again and again in the tutorial.
- The save slot displays the accumulated money you earned (instand of your current amount).
- The hitmarker will flash red when killing an enemy (community suggestion).
- Hitting spacebar will skip dialogues (community suggestion).
- Added coffins in the catacombs.
- Optimized code.

Fixes :
- Fixed a lot of typos.
- Fixed a navmesh issue in Vires.
- Fixed an issue where enemies stopped their movement when the player was too high.
- Fixed an issue where the player was able to softlock himself if they tried to open the upgrade menu before they loaded.
- Fixed an dup money glitch.
- Fixed a bug where the inspect animation (or the lack of) prevented the player from using spells.
- Fixed some trigger box blocked the dash or slam.
- Fixed an issue where you were able to stack the credit screen again and again.
- Fixed an exploit where Argos could be burned before the fight.
- Fixed a place where corridors could overlap and softlock the player.
- Fixed the timer displaying a wrong time on death. (This did not affect speedruns.)
- Fixed a crash occurring from melee.
- Fixed a crash occurring when dying 0.5 seconds after finishing a room.
- Fixed an issue where you could leave the upgrade table with 150/100 health.
- Fixed the location of some blood stains.
- Fixed a priority issue in some AIs.

I'll be working for the future release in early access as of now. I'll also work on UpGun and projetc BLARI to provide some updates.

Max'

The current state of Blood Rush and the upcoming demo !

Blood Rush is an upcoming roguelite that blends ULTRAKILL and Hades for a fast paced experience mixed with a rogue lite progression system. You are trapped in a Dante inspired Hell that combines different mythologies and you’ll need to fight your way out with guns and spells. Destroy anyone on your path and make friends with mythological characters along the way.


[h2]The current state of the game[/h2]

I am currently working on an upcoming demo for the game. I've been working for the last year and a half and most of the main mechanics are fully implemented. The game as now should mostly be representative of the final look and feel of the final release, or at least the first release of the early access build. The player is able to perform a variety of actions, with or without a variety of weapons, use both active and passive abilities in order to fight and explore the depths of hell. The development is for now focused on the main gamemode which is the Escalation Gamemode, this logic is completely done and will allow me to create the rest of the game.

[h2]What to expect from the demo[/h2]
Inspired by Titans, supported by a God.

The demo will be a snippet of the final game, it’ll allow you to explore the first two levels and fight the first boss, “Argos”.
  • A multitude of upgrades from a few categories will be available to experiment along with a few unique weapons and spells.
  • You will be able to get a taste from the fire, electricity and radiation relics to try for yourself.
  • Annihilate diverse foes, encounter and challenge a variety of opponents using a variety of abilities, like melee attacks, support abilities, ranged attacks and more.
  • Speak with supporting characters. The first supporting character is already in the game, speak to Hephaestus in order to learn more about the game’s universe, its mythos and unlock new upgrades.
  • A fully translated game in english and french.
  • A functionning in-game timer with splits that allows you to time your runs easily.
  • There is also a hidden challenge if you manage to finish the demo fast enough !


[h2]What is still needed for the demo[/h2]

Everything on the list above is done for now but It needs a lot of polish to make it on the demo. I might be adding new dialogue lines as well as new music to the game. One area that particularly needs work is the UI, all the user interfaces of the game are working but some of them need theming and work to be better looking. I also need to take some time to work a bit on the sound as I just finished to upgrade the Steam page with a brand new teaser and updated screenshots.

[h2]When is the demo coming out ?[/h2]

I'm not sure at 100% yet but It should be in april, I'm currently aiming for a mid-april release date ! This is really soon so I'm really hoping to make it.



[h2]What is next for the game[/h2]

After the demo releases I'll probably be working on it for a few days or more if there is any problems or bugs. Then I'll be back on the game to prepare the next phase, the early access, this should include new challenges, new bosses, new characters and a lot of new content to explore.
I'll also take some time to work on other titles and stuff to take a small needed break, I plan to release an update for UpGun and projet BLARI this year.

I'm excited to get your feedback on the demo !
Have fun !