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Bloodthief News

Demo Update coming June 9th!

Hey Everyone!

Bloodthief is participating in Steam Next Fest on June 9, and to celebrate I'll be adding a new level and a new sword to the demo.

The new level is going to be a secret level that will require some secret hunting to find and unlock so you might want to spend some time in the next few weeks brushing up on some of the secret spots in the game 🙂

Besides the new content, there will also be a new devlog releasing that day and we'll also be doing a Speedrunning competition in the Discord server with prizes!

That's all for now, happy Bloodthieving!

Legacy Of Kain with parkour? Sure, go on then

Not actually a stealth FPS hybrid of Blood and Thief - although I'd pay good money for that - Bloodthief is closer to something like Ghostrunner but also, I think, much better. The Steam demo's opening levels are roughly as tricky and demanding as the cyberpunk parkour series but, perhaps to due to less concern with being stylish, the movement here feels a lot more caffeinated. You only have to look at the visuals to clock that Bloodthief isn't that sort of game that's precious about letting you do silly things with momentum.


Also you're a vampire, with a sword, exsanguinating armoured knights in a vaguely Germanic medieval town. Well, Vae my Victus. I do get very excited when anything reminds me, even a little, of Blood Omen: Legacy Of Kain. Here's a nice little video of the game in action. Warning: this trailer for the game Bloodthief has blood in it.


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Official Bloodthief Demo is Released!

Hey Everyone!

The official Demo for Bloodthief is released! Go play it! Details are below.

[h3]How to play[/h3]
Just go to the Bloodthief store page on steam and hit the green download button. It's free!

[h3]Demo Trailer[/h3]
[previewyoutube][/previewyoutube]


[h3]Newest Devlog[/h3]
[previewyoutube][/previewyoutube]



[h3]Where to follow the development of Bloodthief[/h3]

  • My YouTube Channel : I post ~monthly devlogs here where I talk about the status of the game and give a behind the scenes look!
  • Discord : This is where I mostly hang out, send, announcements, post updates, and all that stuff. Come say hi!
  • Twitter: I'm just starting to ramp this account up, so go give it a follow and help me out with that twitter algorithm!


[h3]Where to report an issue or bug?[/h3]
  1. Best way: Report it on the Discord Server.
  2. Second best way: Email me at [email protected]
  3. Third Best way: Steam community. I will see it but I don't check this as often as the above two!


Stay tuned for upcoming patches and events!

Cheers!
- Blargis

Playtest Patch 0.2.3: Quick Fixes

This patch is just fixing a few bugs that were caused by yesterday's patch. Thank you to everyone who reported bugs! Here are the notes:

- fixed bug where if you restarted from the menu your player would freeze
- fixed bug where respawn didn't work in the practice map
- fixed camera not resetting to forward position upon resetting
- adjusted main menu not being centered properly
- fixed bug where keys became visible again after collecting them and restarting at checkpoint
- fixed issue where you could aggro knights through walls immediately upon restarting

Playtest Patch 0.2.2: Improved player model, bug fixes, and optimizations!

Hey all, new update to the playtest coming your way! This one does not have any new content, but is quite large nonetheless. I reworked a few pretty expansive pieces of infrastructure, so I anticipate all these changes will cause at least *some* new bugs. So please let me know if you spot anything and as always I appreciate your feedback!

Here are the updates:

[h2]Gameplay changes[/h2]

- Tweaked the 6 wall-jump max: Now if you wall jump 6 times without touching ground it will cost 1 blood per jump. If you have no blood you’ll just slide down the wall.
- Added “Tomes” to the Tutorial level which I’m hoping to a better job of making important tutorial text more obvious and less easy to miss.
- Timer doesn’t start until you start pressing a button or looking around
- If you jump while moving upward on a slope you’ll jump a bit higher now.
- Reduced the player’s fall speed while wall running
- Quick Restart (the R key on the keyboard) is now a “hold” action by default, so it should be harder to accidentally press. If you liked how it was before, you can change it back in the settings menu (called “Instant Restart”)
- Made parrying slightly easier
- Added some anti-cheat measures to leaderboards
- Improved crossbow accuracy at further distances. Still needs work though.
- Player now casts a small shadow directly below while in the air to make ground slamming a bit easier
- Ground slam will go “straight down” more immediately now if you hold the ground slam button
- Tutorial Medal times have been tweaked to be easier

[h2]Bug Fixes[/h2]

- Fixed a bug where you had less air control if you were getting less than 90 fps
- Fixed some ledge climb unreliability issues
- Fixed some bugs that could occur if quitting with the Windows “X”
- Fixed bug where water submerge sound didn’t play sometimes
- Fixed bug where knight arrows sometimes weren’t facing the right direction

[h2]Aesthetic Changes[/h2]

- New player model (with fingers!)
- Gibs now shoot out in front of you and splat against walls when you air dash an enemy
- More blood in general
- Tweaked enemy hit flash
- Air dash “not enough blood” indicator is now just a little blood icon instead of blood and a shield
- New potion model
- Air dash now expands your FOV a bit to make it look cooler. You can disable this in the settings if this isn’t your thing.

[h2]Optimizations[/h2]

- Made restarting at checkpoint and restarting level like 10x faster. It should be pretty much instant for most people now.
- Tweaked shadow resolutions to be less resource intensive
- Optimized lighting to be less memory intensive
- Optimized lightmaps to require less storage
- Added ability to disable Glow which should help performance on low end machines
- Reduced the physics tick rate from 90 to 60. This helps performance at the cost of slightly less accurate physics calculations - please let me know if you notice a difference!

I’m hoping to have some additional updates with more bug fixes soon - I just wanted to get this one out the door since it’s getting so large.

Make sure you’re not in any beta branches (ie. playtest_build_0.2.0) otherwise you wont get the update!

Have fun and let me know your feedback!