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Blasphemous - Patch 2 Live Now!

Hi everyone!



I'm Maikel, from the design team at Blasphemous. I just wanted to take this chance to thank you all out there, on behalf of the whole team at The Game Kitchen.

When we started this project, back in 2017, we couldn't imagine this getting so much attention. Not even close! The amount of love and support that Blasphemous has got after we released it 3 months ago it's astounding. We owe you a lot, and that's why we wanted to share some things with you.



Last week, Blasphemous got not one, but two awards at the Fun & Serious game festival! We were nominated alongside really awesome games, so it's an incredible honor to bring these awards home.

But more importantly, and as you might already imagine after reading the post title, we've been working really hard in some juicy tweaks and changes. The last patches were focused on fixing stuff that was broken and squashing bugs. But this one, the biggest update in Blasphemous so far, it's focused on YOUR feedback.

We've been listening and reading your comments on the steam forums, reddit, twitter, your emails... You name it. We've had little time to reply to most of you (as there were a lot!), but we've been busy working! With this patch, we tried to make Blasphemous feel better and more accessible than ever, refining and polishing the experience as much as possible without actually changing the core game.

Without further ado, I'll leave you with the patch notes. Stay until the end!

The Game Kitchen.


Patch 2


Platforming improvements

These improvements were made thanks to feedback from you, our players. Thank you to everyone who took the time to share their experiences on platforming in Blasphemous, we hope you enjoy these changes.
  • Collision detection during jumps tweaked to improve jump feeling.
  • Jumping in mid-air is now possible for a few frames after running off a platform (Coyote time / ghost jump).
  • Grab cancel action added.
  • The Penitent One is now be able to jump off walls, ledges and ladders by pressing the Grab cancel action.
  • The Penitent One still can hold down to fall while hanging from a ledge, but the holding time has been adjusted.
  • The Penitent One will only climb a ledge if the players press Up, to prevent accidental climbing.
  • Damage while wall climbing now doesn't prevent further wall climbing. Before it was only available after touching the ground again.


New controls screen


The new controller screen was rebuilt from the ground up, including a much wider range of controller compatibility. Who’ll be the first person to achieve true penance using a steering wheel setup?

On a more serious note we hope these widened options provide more accessibility for those with different controller wants and needs.
  • Extended controller support. Even playing with a dance mat is possible!
  • Mouse buttons and swipe gestures added.
  • Improved control screen UI.
  • Every action is now rebindable.
  • Button tooltips are shown correctly after rebinding actions in every UI screen.


Moving platforms rework


Following some comments we’d seen here on the forums and social media, the team made some changes to reduce player downtime in areas that include moving platforms.

This should maintain a challenge for players, without the slow down in pace.
  • Fixed a collision issue that made some players go through them on certain jumps.
  • Added and reworked some annoying moving platforms to shorten wait times and improve level navigation.
  • Iterated a few areas featuring moving platforms, to improve platforming and navigation, and make wait times shorter.


Localization
  • Added full Japanese language support.
  • Fixed several typos in different languages.


Player fixes and changes
  • Fixed a bug that caused TPO to pass through walls in certain jump conditions.
  • Removed ladder landing screen shake effect
  • Fixed a bug that caused falling attacks to continually loop in rare situations.
  • Improved Weight of Sin timing.


Level changes
  • Improved navigation in shortcut between Sleeping Canvases and Mercy Dreams (The infamous room full of spikes!)
  • Slight geometry tweaks in Wasteland of the Buried Churches and Archcathedral Rooftops.


Guilt Fragment placement fixes
  • All spike traps have been corrected to prevent a strange behaviour forcing guilt fragments to appear in Albero.
  • Fixed a bug that caused Guilt Fragments to get stuck in between scenes under the elevator at Library of Negated Words sometimes.
  • Fixed a bug that caused Guilt Fragment appearing right in front of the burning tree on Perpetva's fight to be impossible to retrieve.


Graphical fixes
  • Damage effects and other Vfx were not being shown on PC builds.
  • Reflections were not working in scenes like the Halite Lake and the dark room after Melquiades.
  • Fixed level sprites.
  • Added decorative sprites of wax below red and blue candles on scenes.
  • Socorro's animation loops fixed.
  • When using a controller to exit the teleport menu, TPO didn't make an exit animation and remained invisible.
  • Fix snow falling inside screen space (Mountains).
  • Fixed door sprites clipping through the penitent one in Wasteland of Buried Churches.
  • Fixed an issue with the Retribution animation
  • In certain locations, the head of The Penitent One could be seen sticking out when falling down a pit.


Softlock fixes
  • The Great Elevator in Archcathedral Rooftops could cause a softlock
  • Interacting with Our Lady of the Six Sorrows a second time could cause a softlock
  • Dying when falling through a pit with the inventory open could cause a softlock


Level fixes
  • Mea Culpa level could be increased several times at the same shrine.
  • The Penitent One could be hit while resting on a certain Prie Dieu.
  • Fixed transitions to a few screens in which enemies will start attacking The Penitent One if the loading time took too long.
  • Players could bypass abyss deathtraps when falling into them using the Weight of Sin skill.
  • Removed an extra blue candle on Engracias' room that shouldn't be there.
  • Fixed transitions where TPO would be facing the opposite direction they came from.
  • Hanging chains of giant clapper in Jondo sometimes disappeared when they shouldn't
  • Fixed Penitent One falling off the world when sliding through the door of the Bridge of the Three Calvaries.


Storyline/NPC fixes
  • Duplicated Golden Thimble on gemino quest.
  • Shroud of Dreamt Sin could be lost on force quit.
  • Altasgracias' Egg could be lost on force quit.
  • Escribar cutscene 3 doesn't show properly sometimes.
  • Viridiana can be exploited if TPO leaves the boss room before she vanishes.
  • Offering the 3rd mask to the Elevator and force quitting won't let the player access the fourth level.
  • Fixed an issue that caused the last conversation with Our Lady of Our Six Sorrows to never be played.


Item fixes
  • Chalice of Inverted Verses couldn't be refilled in certain conditions.
  • Chalice of Inverted Verses empties itself after the pontiff cutscenes.


Bosses fixes
  • Our Lady of the Charred Visage's laser could still fire and doesn't disappear even after she's dead, and still deals damage.
  • Players could skip fighting Quirce using air impulse to reach the other side of the gap that led to his battle.
  • Fixed Warden of the Silent Sorrow collider.
  • The Penitent One will appear and perform the execution animation from both sides of Crisanta.


Enemy fixes
  • Monfràgora errors fixed.
  • Tizona flickering fixed.
  • Amargura collider issues fixed. Improved hitbox.
  • Guardainfante shockwave animation fix.
  • Fixed Wraith enemy and projectile colliders.


Misc fixes
  • Fixed flasks refilling after defeating Ten Piedad and Charred Visage bosses due to an outdated saving state script.
  • Mouse is now hidden by default.
  • Map icon location fixes.
Credits fixes
Backer credits updated and fixed.
Credits updated.


Just in case any console players are also here, this patch will be coming to all other platforms in the new year.


Giving you Penitent Ones out there many reasons to revisit Cvstodia in 2020!


Your journey of penance is far from over...



We’re excited to share that the first free DLC for Blasphemous will be coming in early 2020…



More details coming very soon!

Vote for Blasphemous in The Steam Awards 2019!

Hello Sinners,

We come to you on this day by the will of The Miracle!

It calls to you, its faithful flock to act with great haste in The Steam Awards 2019...

Step forward and vote for Blasphemous in "The Best Game You Suck At Award" category! You can do so by simply clicking the vote button at the top of this page.

Whether you've been torn apart by the monstrous corruptions that stalk Cvstodia, met a grizzly end in a pit trap or been felled by members of The Anointed Legion, you have got back up every time - nothing shall stop you from ending the cycle and proving your worth to The Miracle.

Sometimes you suck, but it is lesson to be added to your arsenal on your righteous journey.

After all, what is penance without suffering?


Voting closes December 3rd at 10am PST / 6pm GMT / 8pm CEST.

Thank you for your support everyone, we'll have some news on our next patch soon as well as what you can look forward to in 2020!

Developer Update

Hey Sinners,

As we work on upcoming patches and new content for Blasphemous we’ve been taking note of everyone’s feedback, seeing what you like and what you feel could do with some extra attention.

Recently the team took to Reddit to share our thoughts and what we’re looking to do in the near future, so we thought we’d share it with everyone here on Steam too!

Please give a warm welcome to Enrique, Lead Level Designer on Blasphemous and bringer of platforming answers…


Platforming, guilt and those spike pits

Hi, I'm the main level designer for Blasphemous and I want to take this opportunity to talk about some of the feedback we’ve been seeing around certain elements of the game.

Guilt Fragments left in spike pits

I hate this bug as much as you do, guys, I really do! Luckily when we discovered it there were workarounds that could "patch" this issue under the current game terms - Killing bosses and using confessors would retrieve all lost guilt fragments, including the ones that were misplaced in spike pits or other hard to reach places.

Why and how does this happen? Well the reason is simple: Guilt Fragments record constantly safe positions on solid ground to remember where to spawn if the player dies. The problem was that, when dying on spikes, physics where still enabled, the Penitent One was still affected by gravity and sometimes it recorded the ground under the spikes as a safe position. This is what caused the issue. Thankfully for everyone here on Steam, this has already been patched with the console version on the way along with several other important fixes found after release thanks to you, the community.

Platforming, ladders and nailing that jump

For patch 1.0.10 we're aiming for a big update on how platforming feels in Blasphemous. Not only will it improve how you land, but also how jumping works. When looking further into how these actions worked we found small but very important problems when performing these two actions. Navigating jumping puzzles and challenging areas should feel much smoother once this patch is live.

We feel that these changes will have a big impact on the sense of unfairness that platforming could have in Blasphemous, making deaths feel deserved rather than cheap.

Punishment - Straight to the point!

If you ask me, spikes are not the problem: the punishment for falling on them is, and especially when players don't feel that is their fault.

In the case of spike deaths, instakills feels like a really mean punishment, even if the player can retrieve their guilt and keep their Tears of Atonement. We're still committed to keeping instakill as part of the experience, but we're considering a few ways to ease the player's frustration around this particular trap.

We’ve noticed that most of the reviews for Blasphemous include a mention of the spike traps and platforming in the list of negatives about our game. They are actually what lowered our review score in most cases.

This is why we wanted to do something about it as soon as possible, we’re watching, we’re listening and we’re taking action!

So yeah, message received! We'll do our best to keep improving and building upon the foundations of Blasphemous.

Thank you all for your continued feedback and support.

Save up to 80% in the Team17 publisher sale!



Our Steam publisher sale is now live, offering up to 80% on various games, DLC and even soundtracks!


Click here to check out what's on offer!

Included in this sale are the recently released Blasphemous and Overcooked! 2 'Carnival of Chaos' DLC, early access titles Hell Let Loose and Monster Sanctuary AND some of our older classic titles too!


Happy gaming!

Patch #1 - Hotfix #1

Sinners,

Following Patch 1 we’ve continued to collate your bug reports and feedback, thank you for sharing them with us.

Thanks to your efforts we’ve worked with righteous fury to address them and as such have a hotfix to address more issues ahead of our next formal patch.

Hotfix 1 Notes
  • Fixed a bug affecting player upgrades (HP, fervour, flasks, etc) after talking to certain NPCs
  • Fixed a bug where the player sometimes couldn’t receive the Cord of the True Burying from Lvdovico.
  • Completing the game with Ending A now also unlocks the Ending B skin!
  • Fixed a bug where the player could get stuck on ledges next to movable platforms.
  • Fixed a bug where His Holiness Escribar could be damaged before the start of the battle.
  • Fixed a bug where there could be a softlock after calling the elevator from the Archcathedral Rooftops.
  • Fixed a bug where the elevator from the Archcathedral Rooftops could push the player inside the ground.
  • Fixed a bug where the Incorrupt Hand relic still rang after destroying a secret wall.
  • Fixed a bug where certain enemies in Grievance Ascends were unable to be damaged for several seconds after respawning.
  • Fixed a bug where there was a missing ledge grab inside Redento's challenge in Brotherhood.
  • Fixed a gap in the map in Grievance Ascends.


We hope this hotfix is like a hymn to your ears!


Thank you for your ongoing support of Blasphemous, it means a lot to us!