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#BLUDNewsJuly Update - Combat Improvements
Game update

July Update - Combat Improvements

#BLUD · published 9 Jul 2024, 15:52 UTC · build 14960361

All newsPlayers around this dateRead on Steam

First of all, THANK YOU!

Seriously.
Thank you for both playing our game #BLUD and for all of the detailed feedback! We’ve read through everything on Steam, Twitter, and beyond in order to address the biggest issues.

We’ve done a bunch of combat improvements. We had started prototyping making Becky invincible during rolls before release, but there were issues with ground hazards preventing us from including it earlier. Thank you for your patience as we worked out the roll! In conjunction with that, we’ve shortened the animation for getting hit, so Becky can recover faster. Overall, combat should be more fluid, so you can be the vampire slayer you were born to be.

We’ve also permanently assigned a map shortcut button, and fixed a bunch of soft-lock locations. Check out the full list of improvements below!

Big Improvements:

  • Combat Improvements
    • Shortened the basic "getting hit" animation, so Becky can recover more quickly
    • Uppercut hit boxes are larger
    • Uppercut (with stick) causes more damage: enemies that require 3 standard hits can now be killed with one uppercut
    • Becky’s roll can now move past/through enemies without taking damage.
    • Becky has invincibility frames during the start of the uppercuts
    • When rolling towards an enemy, we attempt to target the enemy so that your roll will end right next to them in order to aid with uppercut aiming
    • Enemy AIs now pause while Becky is performing actions that freeze her in place (Performing finishers, opening phone to see the pause screen, collecting items)

  • I’m the map (button)!

    • Added Map button to the select button (Xbox: view button, Switch: minus button, PS: Touchpad).

Spoilers ahead!

The Nitty-Gritty:

  • Myrtle no longer has two sprites that are overlapping in chapter 7 & 8.
  • If you return to Kristoff's camp after chapter 3 and its daytime, the day/night transition video was showing even though it wasn't switching to night.
  • The side passageway to the cemetery was cleared during chapter 5 & 6. It should only be cleared from Chapter 7 on.
  • You could get stuck between the grandfather clock and the rocking chair in the main room of Becky's house. (See! We read ALL the feedback.)
  • Cleaned up an issue that was causing infinite loading sometimes in a few of the dungeons.
  • Main Quest improvements/Corrections:
    • If you died/stopped playing during the nails mission in the cemetery, sometimes the nail count would get out of sync and you would only have 7 out of 8 and no more nails could be found.
    • If you fully left the funeral home after unlocking the locked door with the key and re-entered the funeral home, the door would be locked again and you couldn't get the key a second time.
    • If Becky died after fighting the right hatch mama nest in the hospital while picking up the key, she sometimes would not get credit for killing the nest and would be stopped from completing it after respawning.
    • Removed the middle button from QuickTime events since some people don't have that button on their mouse.

  • Side Quest improvements/Corrections:

    • If you died when doing Spellbound (Morgan's spell pages mission) sometimes the mission wouldn't update and you could only get 2/3 pages.
    • Gregg is now available in Chapter 11 as part of the Free Token Giveaway (Tony’s end game mission).


We’re doing more than bug fixes and improvements. We can’t give too many details yet, but we’re working on some content updates before the end of the summer!

Thank you again - we hope you enjoy!

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