- Pre-release build 2.1.5 changelog - 3 July 2026
Numerous optimization changes.Fixed non-functional item-dropping on Temple.Fixed Corpses vanishing mid-combat.Fixed knife stab being able to be rapidly performed multiple times while switching weapons.Reduced the size of the interaction collision box for weapons, as they were often large enough to obstruct nearby items.Fixed incorrect shading of certain enemy types' models.Reduced the player count's impact on weapon drop chance.
- Pre-release build 2.1.4 changelog - 22 June 2026
Optimization for both multiplayer netcode and overall logistics.Fixed chat input fails to function if it's the exact same key as the key binded to opening the chatbox itself.Fixed Temple's collision bug where player can be "teleported" to random locations when locating themselves at world origin.Added a failsafe that prevents multiple player instances from spawning.Added the missing SFX for parry instances of teammates.
- Pre-release build 2.1.3 changelog - 10 June 2026
MultiplayerFixed entity data being carried over to subsequent games, leading to accessing corrupt data.Added a failsafe for preventing entities from attempting to repeatedly loop through entities looking for a non-existent entity.
- Pre-release build 2.1.2 changelog - 10 June 2026
MultiplayerFixed player revive not working properly.Fixed duplicate keybind warning being spammed for every single keybind when there is more than one player present in-game.Fixed Butcher's equip weapon animation not playing.
- Pre-release build 2.1.1 changelog - 10 June 2026
MultiplayerFixed a rare instance where enemies are unable to locate the correct target on the client's end, which leads to a significant performance drop. This is a failed fix, which is addressed in pre-release build 2.1.3.
- Pre-release build 2.1.0: Hot-join Support - 10 June 2026
MultiplayerAdded hot-join support.Added support for joining lobby via friend list.If it still does nothing, try joining with your lobby list open.The server now properly shuts down when the host leaves the game.GameplaySped up the animation of deploying Pistol.Sped up the animation of holstering Pistol.Sped up the animation of holstering Shotgun.Reduced the number of Blood Orbs that can spawn on Temple.LogisticsFixed the fail state not triggering when a player leaves the game with only incapacitated players.Fixed a memory leak relating to enemies' eye sights.
- Pre-release build 2.0.0: Co-op Update - 8 June 2026
Game ModesAdded Multiplayer.Multiplayer co-op is currently at the experimental stage. This means you may experience bugs, performance issues, and crashes. You can always help by reporting any issues you may experience to the official Discord server. Thank you for your patience!Due to technical difficulties, hotjoining is currently not functional. This will be addressed in a future patch.GameplaySoul Lantern's travel speed is increased depending on the current round count.Soul Banner's capture rate is increased depending on the current round count.Ongoing enemy attacks now influence certain other enemies' attack attempts.Slightly reduced difficulty escalation for Normal difficulty.Delayed the spawning of Harvester for Normal difficulty: Round 4+ -> Round 5+Improved the visibility of Harvester's planted spikes.Reverted the addition of Stalker projectile friendly fire.Butcher no longer att…
- Community Update - May 19th, 2026 - 19 May 2026
Hi all! It has been quite a while since any activity in this game. For those of you who have been following my updates on the official Discord server, you may already be aware that I have been quite busy with my personal life stuff, which severely hindered my progression speed on this game's development; you may also be aware that progression, although much slower than I wanted, isn't completely ceased, as I have been presenting teasers on what's to come.So, what's the current status?I am happy to say that I have been making good progress, and multiplayer has currently reached what I'd call a "technically functional" stage. What this means is that: a match, with multiple players, from start to finish, is now possible and properly functional, which is also probably the hardest part of this update (since, as those of you who have been following me already know, this is my first time makin…
- Pre-release build 1.6.0: New Enemy Type + New Map - 9 November 2025
GameplayAdded enemy type: Drone.Added map: Temple.Added a new damage indicator for damage that is taken while blocking and while in the middle of the countering animation.The purpose is to make it clearer that damage taken under said circumstances is insignificant while still warning about its presence nonetheless.Overhauled the algorithm for calculating the velocity of dashes while on a slope, now producing a way more accurate result.Walking or aiming now also prevents you from falling off a high ledge.Fall damage has been halved.Fall damage now always applies a short temporary slowness.Fall damage now no longer applies if it does not exceed a certain amount.Fall damage now always reduces stamina slightly.Stamina can no longer regenerate while in mid-air.Further increased a Butcher's aggressiveness upon taking damage, reducing their unresponsiveness when retaliation would've been expec…
- Pre-release build 1.5.0: Visual Overhaul + New Enemy Type - 29 October 2025
Introducing an overhaul to the overall visuals of this game. Besides a whole new font across the whole game, Bloodlit will also be getting a new post-processing effect to reinforce that "retro" feel of the game.Here are some previews:The reason why I believe this is a needed permanent change to the game is because the modern lighting feels very out of place for a game like this, and such a post-processing effect is one of the quickest ways for me to "devolve" the graphics without sacrificing too much of the existing visuals.Anyways, enough about the visuals. Introducing the new enemy type: Harvester...Since I do not intend to spoil the surprise for whoever's yet to encounter this creature, I will be leaving the players to discover the specifics of its behavior.What I will say, is that this will be the first ever "neutral" enemy type: It will not attack unless provoked.There are multiple…
- Pre-release build 1.4.7 changelog - 3 September 2025
- Stalker's projectile exploding in their hand should now be fixed. This was caused by the previous patch that enabled friendly fire for their projectiles, where the attackers themselves were not exceptions from the projectile's hit detection. - Fixed the knife counter and finisher still being able to deal damage after the player's death.
- Pre-release build 1.4.6: Video Settings Update - 31 August 2025
- Added Exclusive Fullscreen option in Video settings. Previously, the only "fullscreen" option was borderless fullscreen. Adjust as needed. - Added pixelation slider in Video settings. - Renamed "Controls" settings tab to "Gameplay." This also resets your saved settings within this category. Please re-adjust as needed. - Added FOV slider in Gameplay settings. - Stalker's melee attack can no longer be interrupted by a parry. Reminder that the two-hit combo of the melee attack consists of a blockable attack followed up by an unblockable blast. - Stalker's projectile now deals friendly fire. - Lowered the number of Butchers that can exist at once. - Slightly increased Butcher's spawn cost. - Fixed Blood Box not always being removed upon round completion. - Drops from the Blood Box now scatter slightly more. - For piercing rounds, bullet tracers now track where your first hit happens inste…
- Pre-release build 1.4.5 changelog - 29 August 2025
- Fixed bullet tracers being able to be created from the knife, as well as the crash it causes without an equipped weapon.
- Pre-release build 1.4.4 changelog - 29 August 2025
- Added spawn restrictions depending on the current round count for certain enemies. - Shortened idling time between spawns when no enemies are present. - Added tracers to bullets. - Fixed a ledge drop in Prison entities can get stuck at.
- Pre-release build 1.4.3 changelog - 29 August 2025
- Fixed Stalker getting stuck in walls, which the previous patch failed to completely fix. - Fixed the explosion that comes from interrupting a Stalker's attack not dealing knockback force against affected enemies. - Corpses now might try to show up from an alternative direction when left alone for too long. - Fixed a crash that occurs when a Butcher dies while having no weapon at hand. - Fixed round 2 being able to start without objectives. - Disabled Blood Box's area visualizer's ability to cast shadows. - Allowed a longer period of idling time between enemy spawn attempts.
- Pre-release build 1.4.2 changelog - 26 August 2025
- Fixed Stalker getting stuck facing a wall.
- Pre-release build 1.4.0 changelog - 26 August 2025
- Added Butcher. - Added Soul Fragment: Adrenaline Rush. - Increased parry window from 6 frames to ~10 frames. - Reduced Stalker's spawn limit from 2 to 1 for Normal difficulty and below. - Added vignette effect for having low health and taking damage. - The visual effect indicating a stunned enemy now disappears 1 second, or half of the total stun duration should it be less than 1 second, before the stun wears off. - Added visual indicator for the range of a Blood Box. - Reduced knife counter dynamic damage. - Increased knife counter flat damage. - Knife finisher and knife counter no longer receive any damage bonus from weakpoints. - Reduced special spawn aggressiveness during "Capture the Soul Banner" and "Escort the Soul Lantern" objectives. - Fixed enemies not dropping off the ledge. - Enemy attacks that are supposed to hit but are nullified by a dodge should no longer play hit soun…
- Pre-release build 1.3.2 changelog - 13 August 2025
- Adjusted several graphical settings to optimize the game. - Added death noise to Stalker. - Added noise for spotting the target to Stalker. - Slight adjustment to how Stalker's line of sight is checked to improve the consistency of their sight detection.
- Pre-release build 1.3.1 changelog - 29 July 2025
- Crashes that can occur when interrupting a Stalker's attack should be fixed now. Please report reoccurrences should there be any. - Corpses will now ignore player collision when falling.
- Pre-release build 1.3.0: Round Objective Update - 29 July 2025
Introducing round objectives: Completing a round no longer only means reaching body counts. Objective: Capture the Banner of Souls Banner of Souls requires the player to stay within the indicated area in order to progress. The objective is considered complete once progression reaches 100%. Be aware of the increasingly aggressive spawns coming your way as you make more progress. Objective: Escort the Lantern of Souls Lantern of Souls requires the player to be within its proximity in order to make its way toward its destination. The objective is considered complete as soon as the destination is reached. Be aware of the more aggressive spawns whenever the lantern is on its move. Objective: Shatter all Blood Orbs The objective requires the player to shatter a number of Blood Orbs in order to be considered complete. These orbs will make their appearance one at a time. Upon shattering the fir…