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How Ideas Turn Into Features - Devlog 3

[p]Working on a roguelite about space dwarves fighting endless undead means I’m constantly buried in ideas. They come from everywhere. Sometimes it’s something I spot in another game, sometimes it’s just a dumb thought I can’t shake. But not every idea makes it into Bloodstone Rising. It has to prove it belongs.[/p][h2]From “Wouldn’t it be cool if…” to a real feature[/h2][p]Most of my ideas start as scraps in a messy document. Weapon sketches, weird enemy concepts, modifiers, half-written events. The ones that survive are the ones that actually solve a problem or add something fresh to the chaos.[/p][p][/p][p]One of my earliest notes was:[/p]
[p]“What if the player has to manage the stress of resource gathering and fighting aggressive hordes in a roguelike setting?”[/p]
[p]That simple note became one of the pillars of the game. [/p][h2]Making sense of the chaos[/h2][p]When I think an idea is worth chasing, I put it through a quick filter. Does it solve a problem? Does it fit with the roguelite loop of maps, upgrades, and replayability? Will it still feel fun after ten or twenty runs, or will it just break the game?[/p][p]That stops me from wasting time on flashy features that don’t actually hold up once you’ve played them a few times.[/p][p][/p][p][/p][h2]From paper to pixels[/h2][p]Once something makes the cut, I throw it into Unity as quickly as possible. Sometimes it’s ugly placeholder code, sometimes it’s just boxes on a map. If it feels good, I keep forging ahead (ha!).[/p][p]The forge upgrade system is a good example. Early versions spat out ridiculous, broken combos that made the game way too easy. I almost cut it, but playtesters loved the chaos. Instead of scrapping it, I leaned into it and started balancing the game around those surprising, overpowered moments.[/p][p][/p][h2]Why this matters[/h2][p]Bloodstone Rising is meant to surprise you. Runs should feel unpredictable, where strange interactions between mining, forging, and fighting create stories you didn’t expect. The only way to get there is to test ideas, keep the ones that work, and let the rest go.[/p][h2]Where you come in[/h2][p]Playtesters have already shaped the game more than I thought they would. Some features I considered minor ended up being player favorites. [/p][p]That feedback loop is what makes the game better, and it’s why I keep asking for more.[/p][p]If you’ve got an idea, feedback, or even just a crazy “what if,” throw it at me. You never know which one might make its way into the game.[/p][p][/p][p]Apply to be a Playtester[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Playtests, Feedback, and What’s Next - Devlog 2

[p]Hey everyone, Mark here again. Welcome back to the second Devlog for Bloodstone Rising![/p][p]Today, I want to delve into something equally important: playtests, feedback, and how you can contribute to shaping the game.[/p][hr][/hr][h2]Why Playtests Matter[/h2][p]I can spend weeks coding features, tweaking combat, and building systems, but the real test happens when someone else picks up the game and plays it their way. [/p][p]That’s when the unexpected shows up: strategies I never thought of and feedback I wouldn’t have considered on my own.[/p][p]This kind of feedback helped shape the new version of the first Boss, which now has more mechanics, attacks, and is more challenging.[/p][p]That’s the magic of playtesting: it turns Bloodstone Rising into something greater than the sum of its parts.[/p][p][/p][p][/p][hr][/hr][h2]How to Give Feedback[/h2][p]I want feedback to be as easy and open as possible. [/p][p]Here are the main ways you can help:[/p][p]• Discord feedback channel – The best place to drop quick thoughts, screenshots, or funny bugs
• Steam discussions – Perfect for longer write-ups and suggestions
• Playtest reports – For those in the closed playtest, I’ll share a short survey after each testing round[/p][p]Whether it’s a one-line “shotgun feels weak” or a full breakdown of your run, every bit of input helps me tune the game closer to what players want.[/p][p][/p][hr][/hr][h2]Playtesters Wanted[/h2][p]If you’re reading this and you’re curious about Bloodstone Rising, now’s your chance to jump in. Playtest sign-ups are planned to come, and spots will be limited.[/p][p]Playtesters get:
• Early access to new builds before public demo updates
• A chance to directly influence game balance and features
• Tester bragging rights in the community[/p][p]Keep an eye on the communications for potential sign-ups in the coming weeks.[/p][p]Join our Community Server[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Bloodstone Rising will be a part of the Debut Festival this week!

[h2]Bloodstone Rising will be a part of the Debut Festival this week![/h2][p][/p][p]We’re excited to announce that Bloodstone Rising will be part of this year’s Steam Debut Festival. If you haven’t jumped in yet, or if it’s been a while, now’s the perfect time.[/p][p][/p][h2]Play the updated demo[/h2][h3]Try new weapons, mechanics, and improved combat![/h3][p][/p][h3]The latest demo update includes:[/h3][h3] Updates & Improvements [/h3]
  • [p] Improved boss fight: The Boss now has an additional attack and is more aggressive. [/p]
[p][/p]
  • [p] Balanced enemy spawns during the boss fight.[/p]
  • [p] Balanced boss health [/p]
  • [p] Sprinter enemy added. [/p]
  • [p] Improved jump animation. [/p]
  • [p] Improved pickaxe animation. [/p]
  • [p] Adjusted the layout of multiple dungeon rooms. [/p]
  • [p] Various animation and AI tweaks. [/p]
[h3]Fixes [/h3]
  • [p] Fixed enemies sometimes attacking downed players. [/p]
  • [p] Reduced the chance of enemies getting stuck[/p][p][/p]
[p][/p][p][/p][p][/p][p][/p][p]Wishlist and download now to play the Demo![/p][p][/p][p][/p][p][/p]

Bloodstone Rising is joining the Debut Festival!

[h2]Bloodstone Rising will be a part of the Debut Festival this week![/h2][p][/p][p]We’re excited to announce that Bloodstone Rising will be part of this year’s Steam Debut Festival. If you haven’t jumped in yet, or if it’s been a while, now’s the perfect time.[/p][p][/p][h2]Play the updated demo[/h2][h3]Try new weapons, mechanics, and improved combat![/h3][p][/p][h3]The latest demo update includes:[/h3][h3] Updates & Improvements [/h3]
  • [p] Improved boss fight: The Boss now has an additional attack and is more aggressive. [/p]
[p][/p]
  • [p] Balanced enemy spawns during the boss fight.[/p]
  • [p] Balanced boss health [/p]
  • [p] Sprinter enemy added. [/p]
  • [p] Improved jump animation. [/p]
  • [p] Improved pickaxe animation. [/p]
  • [p] Adjusted the layout of multiple dungeon rooms. [/p]
  • [p] Various animation and AI tweaks. [/p]
[h3]Fixes [/h3]
  • [p] Fixed enemies sometimes attacking downed players. [/p]
  • [p] Reduced the chance of enemies getting stuck[/p][p][/p]
[p][/p][p][/p][p][/p][p][/p][p]Wishlist and download now to play the Demo![/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p]

The Gunplay Update - Demo 0.0.40

[p]✨ Updates & Improvements[/p]
  • [p]Added ability to aim down sights of guns[/p]
  • [p]Added new revolver weapon[/p]
  • [p]Updated grenade throwing and explosion effects[/p]
  • [p]Improved gun mechanics and recoil[/p]
  • [p]Adjusted shotgun spread[/p]
  • [p]Improved weapon sound effects[/p]
  • [p]Constant enemy spawner added[/p]
[p]🛠️ Fixes[/p]
  • [p]Grenades no longer damage other players[/p]
  • [p]Reduced likelihood of players and enemies getting stuck[/p]
  • [p]Enabled gravity for downed players[/p]
  • [p]Removed shotgun firing delay[/p]
[p][/p][p][/p]