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Bloodfell PlaytestNews0.2.0 — The Garden Update
Major update

0.2.0 — The Garden Update

Bloodfell Playtest · published 8 Apr 2026, 22:23 UTC · build 22703090

All newsPlayers around this dateRead on Steam

NEW: Second Biome — Garden of Stillbirths

  • The second biome is now live! Access it after at least 8 runs in the Catacombs.
  • 3 new enemy types.
  • 1 new resource type.
  • 1 new environmental hazard.
  • This biome is designed to feel much harder — please share your feedback!

NEW: Ashenhold V2

  • Ashenhold has been completely rebuilt from the ground up — new pixel art, new UI, much closer to the final design.

NEW: Inn + Quest System

  • A new unlockable building in Ashenhold that lets you accept procedurally-generated quests.
  • Completed quests reward you with different resources.

NEW: Runic Monolith

  • New in-run interactable building that lets you add "runes" to your spells.
  • Boost damage, area size, multicast, and more — extremely powerful build potential.

NEW: Fickle Shrine

  • New random interactable found during runs.
  • Offers a mysterious weapon — grab it, reveal more info, or risk upgrading it (and potentially losing it), all for a cost.

NEW: Pact Stone

  • New in-run interactable building that lets you bet on yourself.
  • Take on the next few depths with a handicap — if you survive, big winnings await.

NEW: Rite of Ascension

  • New special room that can appear during your run.
  • Face increasingly dangerous waves of enemies while the room drains all your blood (no level ups!).
  • Each stage rewards you more and more.

NEW: Blood Mirror

  • A new special room that can appear during your run.

NEW: Wishing Well

  • A new interactable with three stations: Blood Basin, Thorny Edge, and Weapon Altar.
  • Toss blood, HP, or weapons — the Well's mood determines the outcome.

NEW: Completely Re-done Blood Forge

  • The Blood Forge is now much more interactive and split into 2 minigames.
  • Select your weapon type and choose which traits to add to it through new trait challenges.
  • Crafting costs now scale with run depth.

NEW: Secret Rooms

  • There's now a chance a secret room spawns somewhere in the level, hidden until you enter it.
  • Don't worry — this isn't Doom. It should be relatively straightforward to spot a hidden room when you're near one.

NEW: Sprint Overhaul

  • Sprinting now has a brand new animation and disables all weapons/spells while active.
  • Sprint speed has been increased.
  • Crucifix upgrades can re-enable attacks while sprinting.

NEW: Max Spell Level Increase

  • Every spell can now be leveled up to 5 — all spells received new upgrades past level 3.

NEW: Perfect Dodge

  • Unlock the ability to perform a "perfect dodge" at the Bloodshrine.
  • On its own it triggers a satisfying visual effect, but new crucifix upgrades let you build around it to reward skillful play.

NEW: Re-rolls

  • You can now reroll crucifix and level up upgrades for a blood cost.
  • Free re-rolls can be unlocked at the Bloodshrine.

NEW: Stats

  • Track all your stats per biome and globally, always accessible from the Pause menu.

NEW: Magic Compass

  • Unlock a compass that shows you the direction of the exit, crucifix, and last few enemies.

NEW: Run History

  • View up to 20 previous runs in the Inn.
  • Note: not retroactive — recording starts from this version.

NEW: Weapon/Spell/Status Effects Guide

  • Browse all weapons, spells, and status effects from the main menu's "Guide" section.
  • Includes a bit of lore for the first time!

NEW: Info Overlay

  • When looking at something you're unsure about, open the new Info overlay — it dynamically adapts to whatever's on screen to explain what everything is.

NEW: Weapons & Spells

  • New weapon: Flail
  • New weapon: Formless (special weapon!)
  • New spell: Soul Harvest
  • New spell: Chain Lightning

NEW: Dynamic Music System

  • Music now reacts to combat intensity based on nearby enemy distance and threat level.
  • Music fades to silence during calm moments and builds back up when danger approaches.

TWEAKED: Upgrade Requirements

  • Replaced the old "path" system with a new minimum-requirement system.
  • Upgrades now require a certain number of unlocks in the same building, regardless of which ones. Much more flexible and less frustrating.

TWEAKED: Blood & XP Consolidation

  • Blood and XP have been merged into a single resource: Blood.
  • The pink orbs enemies drop are now blood, and blood is used both for leveling up and purchasing things.
  • No gameplay impact — just clearer for everyone.

Graphical Improvements

  • New sprites for: Martyr's Pillar, Loot Elevator, Blood Forge, and Candles.
  • Catacombs tileset overhaul — many tweaks and additions for a more diverse and alive feel.
  • New Catacombs particle and environmental effects.
  • New environment art for Garden of Stillbirths: stillbirth trees, foliage, glowing plant lights, and ambient wind audio.
  • Beautified attack telegraphs.
  • Beautified landing explosion (if unlocked).

Misc

  • Sprinting through destructibles (boxes/vases) now destroys them.
  • Performance optimization for level generation — ~20% faster on average.
  • Added an experimental asynchronous tileset update setting for even faster level generation at the cost of drawing tiles dynamically as you explore.
  • New slow-mo/finisher effect when killing elite enemies (can be toggled off in settings).
  • New setting for player health bar position/display (globe in bottom-left VS floating bar above player).
  • Added 2 new unlockable upgrades in the Bloodshrine.
  • Added 3 new elite enemy traits.
  • Added 5 new weapon traits.
  • Added 10 new floor modifiers.
  • Added 14 new Martyr's Pillar effects.
  • Sawblade now bounces against walls instead of immediately stopping.
  • Added new crucifix upgrades.
  • Added an ambient sound to the Blood Forge.
  • Redesigned settings menu.
  • Added compass system — unlockable upgrades at the Bloodshrine show directions to exits, enemies, and crucifixes.
  • First upgrade at each building is now free.
  • Added combat status indicators that show when your weapon or spell is unavailable (e.g. while sprinting).
  • Doubled gold rewards from dismantling weapons.
  • Added a light brightness slider in the darkness settings menu.
  • Improved controller UX for interactable objects (forges, shrines, monoliths, etc.).
  • Updated to Godot 4.6.2.

Bug Fixes

  • Fixed enemies getting stuck inside walls.
  • Fixed blood cost at the loot elevator being wrong at default settings.
  • Fixed enemy count sometimes being incorrect at floor exits.
  • Fixed lifesteal showing 0% on weapons from player corpses.

Changes since 0.2-pre-20 (for playtesters)


Thank you to everyone who's been testing the pre-release builds — your feedback shaped this release! Here's what changed since pre-20:

  • Added new enemy: Blightspine Sentry — a hiding enemy that fires beam attacks, with elite variant that fires staggered 3-beam bursts.
  • Revamped the Grasping Root enemy into "Meat Mommy" — an invulnerable static hazard that summons meat spikes, with whisper system and atmospheric audio.
  • Added the Blood Mirror room — a new special room encounter.
  • Added the Wishing Well — a new interactable with Blood Basin, Thorny Edge, and Weapon Altar stations.
  • Overhauled the Blood Forge with new trait challenge types (single direction, sequence, timed direction), depth-based cost scaling, hit particles, and a weapon type legend display.
  • Added Pact Curse system with 6 curses: Frail Vessel, Leaden Limbs, Dulled Edge, Burning Tithe, Spell Silence, and Shackled Soul.
  • Burning Tithe rebalanced — reduced from 2% to 0.2% HP/sec, health can't drop below 10% max HP.
  • Pact callout on level complete screen now shows correct remaining floor count.
  • Added dynamic music system with distance-based intensity scoring and low-intensity silence.
  • New Garden of Stillbirths environment art: additional foliage, plant lights, and tilemap updates.
  • Sawblade now bounces off walls (up to 3 bounces) with proper wall normal detection.
  • Improved enemy line-of-sight detection across all weapons — non-wall objects no longer block targeting.
  • Fixed camouflage trait disabling lights more reliably.
  • Fixed Magic Compass targeting invalid enemy instances.
  • Fixed Fickle Shrine occasionally failing to generate a weapon.
  • Fixed loot mode staying active on the death screen.
  • Apothecary Grace effect now fully refills potions instead of a large refill.
  • Added quest abandon confirmation dialog.
  • Fixed home base lighting ignoring hand-tuned values when brightness slider was adjusted.
  • Fixed lifesteal showing 0% on weapons from player corpses.
More from Bloodfell Playtest

Other announcements

All news
Game update1 Sep 20260.3.10.3.1 · Added reading options to the Archive: six fonts, several sizes, and line spacing · The current floor archetype is now shown in the pause menu's Floor Modifiers tab and in the info overlay · Reworked the Dark Vigil floor: torches are now scarce and the darkness is deeper, but each lit torch counts double toward Torch Vigil crucifix bonuses · Quests are now only generated for biomes you h…Major update12 Aug 20260.3.0 — The Lore/Polish update⚠ This update resets all save data. The tutorial and the reworked building upgrades require a fresh start. Thank you for your patience! · New biome (early draft): The Rotworks — flooded canals that pull you with their current, sluice levers to redirect the flow, and a new roster of enemies with full ambience and sound. · New biome (early draft): The Ashen Tribunal — face the court's staff, its…Game update23 May 20260.2.4Memory and performance improvements — foliage texture caching and centralized cleanup of world effects between floors. (This should help with crashes in Garden of Stillbirths) · Reworked the Loot Elevator to be a more fun physical representation and simplify picking different tiers · New Torch Vigil mechanic: Crucifix upgrades that scale with the number of lit floor torches · Added Spell Critic…