
Hello, everyone.
The time has come.
The Seven Blasphemies Playtest is now live.
(for a few days already, let's be honest, but now letting everyone know through this channel!)
After months of building systems, breaking systems, rebuilding them, filling the world with unpleasant creatures, and dying repeatedly to our own decisions, we're finally opening the gates and letting you into the dying world of Seven Blasphemies.
For those discovering the game for the first time, Seven Blasphemies is a traditional turn-based roguelike about surviving a world that gets worse every morning.
Every dawn can bring a new Blasphemy: a permanent curse that changes the rules of your run until, eventually, there is nowhere left to run.
This build is your first chance to experience the core systems we've been working on:
Grid-based, turn-based survival. Every movement matters. Every action costs a turn. And whenever you act, the world gets to answer.
The Blasphemy System. With each new dawn, another Blasphemy may descend upon the world. These curses are permanent and cumulative. Your vision may shrink. Healing may become unreliable. Enemies may grow stronger. Rules you relied on yesterday may no longer save you today.
A calendar counting toward the end. Time is not on your side. The world deteriorates one Blasphemy at a time, and when the seventh arrives, the run ends with it.
Different ways to be doomed. Choose from multiple playable classes, each built around different tools, strengths, weaknesses, and approaches to surviving something that was never meant to be survived forever.
Dangerous but readable encounters. Enemies are problems to solve, not bags of health to empty. Sometimes the correct answer is to fight. Sometimes it is to spend something precious. Sometimes it is to leave. Learning the difference is part of staying alive.
Seven Blasphemies is not about becoming powerful enough that the world stops being dangerous.
The world only gets worse.
The question is how much you can accomplish before it becomes impossible.
Because at some point, a roguelike has to survive contact with people who didn't design it.
We've spent a lot of time playing Seven Blasphemies ourselves, adjusting encounters, changing systems, arguing with probability, and discovering increasingly embarrassing ways to die.
But internal playtesting only gets us so far.
We want to see what happens when other players begin pulling at the systems. Which decisions feel meaningful. Which deaths feel deserved. Which deaths absolutely do not. Which classes create interesting choices. Which Blasphemies make you reconsider an entire run.
This build is work-in-progress, so rough edges, unfinished elements, balance problems, and systems that may require polish before release are expected.
It is also expected to die.
Often.
Preferably after convincing yourself that taking one more step was a perfectly reasonable idea.
Your feedback during this stage will help us shape the Blasphemy system, encounters, classes, balance, pacing, and the game as a whole.
Head to the Seven Blasphemies Steam page and request access to the Playtest.
Once you're in:
Enter the world.
Explore.
Make questionable decisions.
Die.
Learn something.
Try again.
The playtest will be availble until Wednesday 19th of August, when we will take it down at least for a while, and will start implementing your feedback!
Talking about feedback: we'd also love to have you in our Discord. That's the best place to send us feedback, report bugs, discuss mechanics, share particularly unfortunate deaths, and talk directly with us while we continue building the game.
You can also send us feedback through the following form:
https://forms.gle/r7bRuXEBQMdYqfkH6
Thank you to everyone who has been following Seven Blasphemies, wishlisted the game, shared it with someone, or simply kept an eye on what we're making.
Now you can finally play it.
The calendar is already moving.
How far will you make it before the seventh dawn?
Cheers!
-Eduardo