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0.2.2 Brings Rogue Fixes, and more Tweaks and Hammering than you Could Count

[p]Adventurers! Welcome back to the Rift. We have seen so many of you leaping from the shadows with our new Rogue and a huge thank you for all of your feedback! We’ll keep looking over this as our cart trundles down the Early Access road![/p][p]We’re back today with another update, with the cart packed full of fixes, tweaks and changes. What’s landing on 0.2.2 you ask (please ask)? I’m glad you asked![/p][h3]Rogue-Specific Fixes[/h3]
  • [p]We’ve fixed an issue where Fn of Knives could (incorrectly) display a 100% hit chance on a dead enemy[/p]
  • [p]We’ve hammered around the rogue’s Nimble Pilferer skill to make sure it grants appropriate equipment after completing a Store node[/p]
  • [p]We’ve made sure that the Rogue’s Shadow Presence displays the preview area correctly when selecting the skill[/p]
  • [p]The Rogue’s Shadow Presence and Shadow Grab skills now have the appropriate sound effects (what’s the point unless you sound cool while doing it)[/p]
  • [p]We’ve stopped repetition of the Throwing Knives ability from (incorrectly) counting as a separate trigger for enemy interruption skills[/p]
  • [p]We’ve given enemies a talking to and they will no longer ignore characters who have 100% (or more) dodge[/p]
  • [p]The Rogue’s Shadow Presence skill will no longer randomly trigger enemy interruption skills[/p]
  • [p]Tweak - We’ve modified the difficulty of the Rogue’s second unlock quest, to properly reflect the narrative at that point[/p]
  • [p]Tweak - The In shadow icon art has been upgraded[/p]
[p]
[/p][h3]Fixes[/h3]
  • [p]We’ve fixed an issue which would cause entities to be able to walk over other entities[/p]
  • [p]We’ve fixed a softlock that could occur when Adventurers use Guidance on a Beast that is stunned and has no AP - which would previously prevent the character from cancelling the action or ending the turn[/p]
  • [p]We’ve fixed an issue where Rune of Charisma would only apply to items which were already discounted instead of affecting ALL shop items[/p]
  • [p]We’ve fixed an issue where stunning a character may not immediately cancel their interruption skill[/p]
  • [p]We’ve played around with the Blighted Lands to make sure Puddles and Bones doesn’t always trigger the same outcome (and also made sure not to incorrectly show enemy health bars at weird times)[/p]
  • [p]We’ve fixed a bug that showed the Skeleton Archer Armored enemy in RGB colours[/p]
  • [p]We’ve told Brunn to count his feet, and now the Brawler’s Fast Feet passive skill for Rare and Epic level will use the correct Move Distance upgrade and not try to count his steps[/p]
  • [p]We’ve fixed an issue where reducing Dogs’ threat would display the modifier as red rather than green, in the preview[/p]
  • [p]We’ve fixed an issue where the Thread of Resilience was not working at all (don’t even ask)[/p]
  • [p]We’ve fixed the Druid’s Beastmaster Mantle not showing the additional life points to pets within the Team screen[/p]
[p][/p][h3]Tweaks[/h3]
  • [p]We’ve added a resource consumption preview when our Heroes are using their skills within combat and at the campfire[/p]
  • [p]The Hunter’s Tame Dog campfire skill can now be used multiple times in a single run (we basically just added more dogs into the forest. It’s Dog Central now)[/p]
  • [p]We’ve fixed a typo in the Hellhound’s Demon Link skill.[/p]
  • [p]We’ve fixed an issue where completing the Defeat the Giant achievement would pop on Steam but not on the main menu challenge list[/p]
  • [p]We’ve polished off the dialogue in the last area of the Priest’s quest[/p]
  • [p]We’ve also modified the cinematics for the Rogue’s unlock quest in the Desert to better fit dialogue[/p]
  • [p]We’ve updated the Dismiss Hero message on the Team screen - reflecting the ability to do this only if you have MORE than three Heroes (and we’ve also updated the confirmation popup when dismissing a Hero)[/p]
  • [p]We’ve fixed an issue where some campfire skill descriptions and previews did not agree on values[/p]
  • [p]We’ve fixed an issue where the Thread of Purity description stated that it reduced Blight received at night, when it actually grants a Blight resistance percentage[/p]
  • [p]We’ve fixed an issue where the Dog would not be visible when taming a new companion at the campfire[/p]
  • [p]We’ve fixed a but that caused a silly number of decimals to show up in skill descriptions[/p]
  • [p]We’ve improved the Crystal Frenzy icon[/p]
  • [p]We’ve fixed an issue which would cause visual oddities in the Bones of Death entities in the Desert[/p]
[p]That’s all for the 0.2.2 update but we’ve got more coming your way in the near future, so keep your Rogues close, and your enemies closer.[/p][p][/p][p]Thank you again, Adventurers. From the Mages at Unfinished Pixel.[/p][p]Steam Community: https://steamcommunity.com/app/2832280/discussions/[/p][p]Discord: https://discord.gg/EEJmnthsqf[/p][p]X (Twitter): https://x.com/blightstonegame[/p][p]Tik Tok: https://www.tiktok.com/@blightstonegame[/p][p]Bluesky: https://bsky.app/profile/blightstonegame.bsky.social[/p][p]Insta: https://www.instagram.com/blightstonegame/[/p][p][/p][p]

[/p]

The Rogue Joins our Adventure Alongside a 20% Turn Based Thursday Discount

[p]Welcome back to the Rift, Adventurers. We’re celebrating Turn Based Thursday as Blightstone joins this latest Steam Fest with a fantastical 20% discount on our dark-fantasy turn-based strategy. Join the fest today to get a smooth discount, and get to grips with Major Update #2 in 0.2.0[/p][p]Today’s Major Update brings a few new things today as we continue our Early Access journey to the Rift. In line with our all-new roadmap released on Friday, in addition to bug fixes and optimisations, we’ve got a fresh Hero for you today, as well as some other bits and pieces:[/p]
  • [p]The Rogue Joins the Fight[/p]
  • [p]We’re adding Steam Achievements![/p]
  • [p]20% off for a limited time with Turn Based Thursday[/p]
  • [p]A bunch of fixes[/p]
  • [p]A sprinkling of tweaks and optimisations[/p]
[p][/p][p]New to the Rift Today[/p][p]Those who were with us earlier in the journey may recognise her - Luna the Rogue is joining our adventure today. Once unlocked through a quest line, Luna brings 15 rogue-like (don’t even) combat skills, three campfire skills and 13 new items. [/p][p]Luna joins the party to provide Adventurers with high-mobility options, specialising in striking from the shadows and use of deadly poisons to strike down Korghul’s minions (and anybody else who happens to get in your way).[/p][p]As she brings our adventuring party up to six heroes, we hope you’ll enjoy the different gameplay options the Rogue brings with her. As ever, your feedback is crucial for balancing this returning Hero as we move through Early Access - so please keep your thoughts coming.[/p][p][/p][p]We have also heard those of you who have been asking us for Steam Achievements, and we’ve added our first 20 Achievements to Blightstone with the 0.2.0 update. Importantly, this is NOT the final list, and we do plan on adding more along the journey (we’d love to know your ideas on what we could add here).[/p][p]This initial set of Achievements aims to add some little targets to your Adventure, so get unlocking and let us know what you think as we move along our roadmap throughout the coming weeks and months.[/p][p]The Usual Suspects[/p][p]As well as new additions, we’ve also got a list of tweaks, fixes and optimisation in the form of our usual patch notes. As ever - our Mages are consistently thankful for all of you who’s taken the time to report bugs and glitches (as well as general feedback) within the official Blightstone Discord server - again please do keep that coming.[/p][p]Here are the tweaks landing in the Rift today:[/p][p]Mechanic Fixes[/p]
  • [p]A fix for an issue which would prevent Karantos being damaged by spikes he charges into (which just seemed largely unfair)[/p]
  • [p]Maximum movement penalty due to Poisoned status set to 50%[/p]
  • [p]We’ve reduced the number of runs required to get a new Hero unlock quest (which is now just 1)[/p]
  • [p]We’ve fixed a bug which could stop the second part of the Priest’s unlock quest appearing (we’ve sprinkled the map with holy water)[/p]
  • [p]We’ve removed the Thread of Variety (and refunded Strands of Time for anybody who’d unlocked it)[/p]
  • [p]Loading time fixes and optimisations (especially for Karantos and Kaelith)[/p]
  • [p]We’ve fixed a bug that could cause a crash when Adventurers enter a node with the armored Skeleton Warrior enemy[/p]
  • [p]Kaelith Tweaks and balancing - reduced damage increasing when a Hellhound dies, replaced with barrier and heal - and raised her maximum health[/p]
[p]Visual tweaks and Fixes[/p]
  • [p]A UI fix for Poison status which stated a 0.1% movement penalty instead of the correct 10% (that decimal point makes ALL the difference)[/p]
  • [p]Added more enemy colour variations[/p]
  • [p]We’ve fixed the Arcanist’s illustration effects appearing over the team screen (we know he’s a self-centred diva but that was a bit much)[/p]
  • [p]Text colours have been changed to improve readability and accessibility of Status effects in popups[/p]
  • [p]Hero objects within Xander’s Tower are now hidden until they are unlocked[/p]
  • [p]Visual tweaks for the Blighted Giant[/p]
  • [p]We’ve fixed a bug that caused markers to be hidden in Xander’s Tower for some characters[/p]
[p]We Forge Onward! Ymlaen, Anturiaethwyr![/p][p]The journey continues. Beset on all sides by the horde of the Demon over lord Korghul, will our Heroes ever manage to destroy the Blightstone and save the world? Join us on our Adventure and find out.[/p][p]On Friday we shared our all-new roadmap, and it’s an important step, so it’s worth mentioning it again.[/p][p][/p][p]Thank you again, Adventurers. From the Mages at Unfinished Pixel.[/p][p]Steam Community: https://steamcommunity.com/app/2832280/discussions/[/p][p]Discord: https://discord.gg/EEJmnthsqf[/p][p]X (Twitter): https://x.com/blightstonegame[/p][p]Tik Tok: https://www.tiktok.com/@blightstonegame[/p][p]Bluesky: https://bsky.app/profile/blightstonegame.bsky.social[/p][p]Insta: https://www.instagram.com/blightstonegame/[/p][p][/p][p]
[/p]

Our Adventure Launches a New Feedback-Focused Roadmap

[p][/p][p]Hey Adventurers! We wanted to get a message to you today, and say thank you to all of you for the incredible feedback you’ve given over the past weeks! When we launched Blightstone into Early Access, we knew it wouldn’t be perfect - but in honesty, we didn’t quite anticipate just how intense those first days would be.[/p][p]Our early tests of the game (and thanks again to our Beta testing Adventurers) were quite positive, so launching into a “Mixed” review score within the first four days of Early Access hit us hard, especially with our small team here at UnfinishedPixel.[/p][p]We saw a really high amount of potential Adventurers choosing to wishlist rather than jumping into Blightstone - with lower numbers actually taking the plunge. Our guess is that (understandably) these folks were waiting to see how we’d improve Blightstone through Early Access. But while we definitely understand that logic, emotionally, that one hurt.[/p][p][/p][p]But we’re so thankful for all of the feedback, reviews and constructive ideas which Adventurers brought to the party during our first weeks. That criticism - even the harsh stuff - forced us to take a step back and look at it as our Adventurers see it. Balancing issues, clarity problems, pacing, communication and the whole user experience. Things that looked good on paper but that didn’t feel right in your hands - which is the most important part.[/p][p]So we’ve done the most important thing you can do for an Early Access game - listen, work with our Adventurers, and keep delivering updates that make Blightstone better. And then, of course, listening to your feedback about those improvements to make sure they are doing the job.[/p][p]Today, we’re sitting at nearly 80% mostly positive overall, and with a Very Positive rating for more recent reviews - something we’re really proud of. These review scores affect a lot of things; whether somebody will look at Blightstone at all, whether they’d jump in instead of wishlisting. Most of all, the improvement we’ve seen has only been possible because our community of Adventurers decided that Blightstone was worth improving, rather than abandoning.
[/p][p][/p][p]What’s coming for our Adventure?[/p][p]Today we’re launching our all-new roadmap. This is based on the feedback that you’ve given since Blightstone launched. Whether that’s in Steam review, on Discord, social media or shouted into the Rift. We’re excited to share what’s coming up for Blightstone, and we hope you’re as excited as we are to get going![/p][p][/p][p]So to everybody who has left a review - we wanted to send the biggest thank you to all of our Adventurers. Whether it’s a non-recommended piece of constructive feedback, or a recommendation that lets us know what we’re getting right. We can’t thank you enough for all the feedback already shared. [/p][p]Blightstone is not the game that released on Day One - and while we’ve put a lot of work in, it’s better because of YOU. If you have a couple of minutes, we’d love to know what you think about Blightstone and the changes we’ve made since we launched. [/p][p]If you can take a moment to leave an honest review for Blightstone on Steam, it helps our tiny team of Mages more than you could possibly know. We’re still hoping that we can tempt some of you back to give things a go, and see how we’ve answered your concerns.[/p][p]Thank you so much for sticking with us and also pushing us to create a better game. And thank you to everyone who has taken the time to share their feedback and helped us improve![/p][p][/p][p]Thank you again, Adventurers. From the Mages at Unfinished Pixel.[/p][p]Steam Community: [/p][p]https://steamcommunity.com/app/2832280/discussions/[/p][p][/p][p]Discord: [/p][p]https://discord.gg/EEJmnthsqf[/p][p][/p][p]X (Twitter): [/p][p]https://x.com/blightstonegame[/p][p][/p][p]Tik Tok: [/p][p]https://www.tiktok.com/@blightstonegame[/p][p][/p][p]Bluesky: [/p][p]https://bsky.app/profile/blightstonegame.bsky.social[/p][p][/p][p]Insta: [/p][p]https://www.instagram.com/blightstonegame/[/p][p][/p][p]
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0.1.8 Rolls into the village with more fixes for Blightstone

[p]Greetings once more, Adventurers! It’s another bright and beautiful (Blight and beautiful?) Monday here in the shadow of the Rift. Our Mages have spent all weekend tinkering and hammering (and at one point flat out fire-balling) our little dark-fantasy turn-based strategy into submission.[/p][p]We’re back today with another load of fixes and tweaks for you as we add further supports to ensure the foundations of Blightstone are solid for… future things… [/p][p]Here’s what’s landing in the Rift today - available for your adventures right now:[/p]
  • [p]A fix for an issue that caused initial Gem Skills to be randomly reassigned (and potential crashing) when picking up the Thread of Agility[/p]
  • [p]A fix for the Priest’s Sacred Bastion skill where players could obtain multiple standalone skill tiers[/p]
  • [p]Deleting a save will now actually delete the save (revolutionary stuff, I know)[/p]
  • [p]A fix for an issue that would cause the UI to NOT update after consuming a Deathward[/p]
  • [p]Another fix for an issue in accuracy calculation (evaluating global obstacles and not just the ones which matter)[/p]
  • [p]A fix for a bug that would cause repeated descriptions in the “Other” tab of the stats screen[/p]
  • [p]Fixed a visual bloom error in Korghul’s pits (just switched him to powder deodorant)[/p]
  • [p]Another fix, for an issue where the Brawler’s charge could be interrupted by a column due to mismatched collision[/p]
  • [p]We’ve fixed an issue where increasing the Strength stat wasn’t properly affecting damage[/p]
  • [p]Increased the contact distance for melee attacks[/p]
  • [p]The Team screen is now accessible for every time you have to make a choice (grabbing items, picking skills and levelling up etc.)[/p]
  • [p]We’ve fixed a bug / exploit (bugsploit?) which would allow you to sell potions after being used if you had the sell screen open in the store[/p]
  • [p]We’ve fixed an issue which would stop the re-roll option directly following a fight[/p]
  • [p]A fix for an issue where certain visual effect particles (like barrel explosions) would remain floating over holes instead of disappearing[/p]
  • [p]We’ve fixed a visual issue in the preview that would show Quickstep as using 1AP[/p]
  • [p]We’ve magic’ed up a fix where precipice visuals would appear incorrectly in the middle of certain scenes (there’s “living on the edge” but that’s a bit too much)[/p]
  • [p]We’ve tweaked gold amounts on the choices selection (for some nodes)[/p]
  • [p]The Druid’s Pets’ skills now no longer ends their turn - allowing them to use it more than once if they are near an enemy[/p]
  • [p]We've fixes screen issues that could occur when exiting shops[/p]
  • [p]We’ve fixed an issue where rarity tiers would not apply correct effects for the Link of Swiftness Gem[/p]
[p]That’s all for 0.1.8 but we’re looking forward to bringing you more news soon as our Mages continue to beat Blightstone into submission. We can’t thank you enough for all of the feedback you’ve given, Adventurers. It is truly helping to shape Blightstone and the adventure would not be the same without you.[/p][p]Thank you again, Adventurers. From the Mages at Unfinished Pixel.[/p][p]Steam Community: [/p][p]https://steamcommunity.com/app/2832280/discussions/[/p][p]Discord: https://discord.gg/EEJmnthsqf[/p][p]X (Twitter): https://x.com/blightstonegame[/p][p]Tik Tok: https://www.tiktok.com/@blightstonegame[/p][p]Bluesky: https://bsky.app/profile/blightstonegame.bsky.social[/p][p]Insta: https://www.instagram.com/blightstonegame/[/p][p][/p]

Update 0.1.5 Trundles along the Track - Right Now!

[p][/p][p]Well met, Adventurers. Our Mages are back today with a wide-ranging update. As usual we’re bringing tweaks and fixes, as well as an overhaul of our Hero Stats functions, and some visual changes, as well.[/p][p]Dive into the new version today and you’ll find the changes live now, including:[/p][p]
The Grand Stat Rework[/p]
  • [p]We’ve reworked the Team screen to show all of your Hero’s stats (including modifiers you’ve picked up on the run)[/p]
  • [p]Heroes now have a pool of EIGHT relevant choices when upgrading stats (out of twelve stat areas - with new stats including critical damage, range, block, dodge, healing, strength and follower damage)[/p]
  • [p]Maximum health increments are calculated using percentages, rather than flat values[/p]
  • [p]Threat rework - Threat now directly shows the additional probability of an enemy targeting the character (also shown on the item and skill values where relevant)[/p]
  • [p]Accuracy and Chance rework - This should now more accurately represent the difficulty in hitting smaller targets, as well as entities which are in cover[/p]
  • [p]Static items are now easier to hit, and come with their own modifier to represent this (after all, it’s harder to hit a moving target, right?)[/p]
[p][/p][p]Fixes and Tweaks[/p]
  • [p]We’ve fixed save-data corruption risks in various areas (we basically just got Armand to heal blight on your computer. You’re welcome)[/p]
  • [p]We’ve fixed a bug that would not allow you to re-roll options when selecting equipment after a battle[/p]
  • [p]We’ve also fixed an exploit that could lower item cost to 0% if you had enough accumulated reduction[/p]
  • [p]We’ve stopped Xander’s Time Freeze ability from affecting ALL entities - rather pointless if you can’t move, we expect?[/p]
  • [p]Bandages are now available to select in Inventory and within the Skills tab[/p]
  • [p]We’ve updated all quick step variants (runes, skills, items) to always have a consistent distance of 1.5 meters[/p]
  • [p]Immobilise now has a cooldown to avoid it hitting multiple times in a turn (it also now no longer ends the turn)[/p]
[p][/p][p][/p][p]Visual Fixes and Changes[/p]
  • [p]We’ve fixed visuals on 16:10 screens[/p]
  • [p]We’ve also added a little Dark Event risk tooltip for added clarity[/p]
  • [p]We’ve added visual effects and animations for Miss and Dodge[/p]
  • [p]We’ve fixed a number of 3D scene objects (like Blighted Lands Craters)which would previously appear over tracing, trigger visuals and preview UI[/p]
  • [p]We’ve also fixed visual glitches in the blighted Merchant node[/p]
  • [p]We’re now stopped Vignetting image effect from rendering over the UI[/p]
  • [p]We’ve also unified icon and font sizes within the resource bar[/p]
  • [p]We’ve increased text size in map info pop-ups to get improved readability[/p]
  • [p]We’ve increased colour variety when more than one character version is present on a node[/p]
  • [p]Blighted Lands are now brighter at night to help Adventurers see things a little easier[/p]
  • [p]We’ve fixed texture errors around hole areas[/p]
[p][/p][p]We hope these changes help your adventure and in the meantime, please keep the feedback coming. Our Mages are working hard to hammer Blightstone into shape, using the anvil of YOUR opinions to make it great (and other fantasy like blacksmithing references)[/p][p]Thank you again, Adventurers. From the Mages at Unfinished Pixel.[/p][p]Steam Community: [/p][p]https://steamcommunity.com/app/2832280/discussions/[/p][p][/p][p][/p][p]Discord: https://discord.gg/EEJmnthsqf[/p][p][/p][p][/p][p]X (Twitter): https://x.com/blightstonegame[/p][p][/p][p][/p][p]Tik Tok: https://www.tiktok.com/@blightstonegame[/p][p][/p][p][/p][p]Bluesky: https://bsky.app/profile/blightstonegame.bsky.social[/p][p][/p][p]Insta: [/p][p]https://www.instagram.com/blightstonegame/[/p][p][/p][p]
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