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Tarnished Blood 🩸 [Tactic RPG]News🛠️ NEW PATCH ON BETA BRANCH 🛠️
Major update

🛠️ NEW PATCH ON BETA BRANCH 🛠️

Tarnished Blood 🩸 [Tactic RPG] · published 24 Dec 2025, 12:42 UTC · build 21295172

All newsPlayers around this dateRead on Steam

💌 Summary 💌

Sorry for the long wait, we’ve finally finished most of the work on the next patch. To make sure the update is as bug-free as possible (especially to avoid any risk of corrupted saves) and since the Christmas period isn’t ideal for visibility, we’re releasing it on the Tarnished Blood beta branch.

To access right click Tarnished Blood in steam library, click properties, then Betas tab, add password “betabranchpassword”, click “Check Code”, and after that it should be selectable in “Beta Participation”  dropdown box as shown on screenshot below:

🔎 Update Log 🔎

🆕 Save slot system

We added 3 save slots to the game so that you can start a new campaign with different tribe without losing your current one.

Unfortunately, existing campaign saves are not compatible with the new save system.

Internal changes to how Pikes work make all Pikes created before this update unusable, and the introduction of the new Weight system along with the removal of Obsidian may also cause issues if an old campaign save is loaded.

If you really want to try using your old save, you can rename the save file from save_V1.dat to save_slot_1.dat in the AppData\\LocalLow\\Juggler Games\\Tarnished Blood\\Saves folder, but please do this at your own risk.

🆕Saving / Loading During Fights

We’ve added a new system that allows you to continue a battle from the point where you left off.

If you return to the main menu or quit the game during a fight, two options will now appear in the main menu:

  • Continue — resumes the fight from the start of the turn during which you exited.

  • Restart Battle — restarts the fight from the beginning (works the same as before the patch).

To make this possible, the game re-simulates all previously played turns and then resumes from the beginning of the turn where you left off.

We’ve done our best to catch bugs related to this kind of turn re-simulation, but these issues can be difficult to predict,  even a small change in position or a single hit can cascade into significant differences in later turns. If you have any problems or bugs don’t hesitate to post them on steam forum or our discord (preferably with logs and your save file from AppData\\LocalLow\\Juggler Games\\Tarnished Blood folder).

🆕New Armor Weight System

Every piece of armor now has a Weight stat. Accumulating too much weight on a character will make them more sluggish in combat, reducing the effectiveness of their movement and jumps.

We’ve introduced this system to give individual armor pieces and sets more identity, and to make choosing between them a more tactical decision. It also makes certain support jump abilities, such as teleport or swap, more valuable, as they can help heavy, tank-oriented characters overcome their limited mobility.

This system also introduces new traumas, traits, and additional options in some events.

🆕Obsidian Chunk Removal

Obsidian Chunks were previously used only for hut upgrades, with roughly a 50% chance to obtain one after each battle. In theory, this system was meant to let players decide which upgrades to prioritize. In practice, however, upgrading the weapon crafter and the tannery to unlock weapon and armor upgrades was almost always the only meaningful choice. Other upgrades were nice to have, but rarely impactful enough to justify the effort. After completing a campaign, the same progression had to be unlocked again, usually starting with the tannery and weapon crafter all over.

Because of this, we’ve removed Obsidian Chunks and replaced the system with unlocks tied to new achievements. These are simple, progression-based achievements (for example, “craft X weapons in this hut”) that can be earned across multiple campaigns. Once unlocked, they remain permanently available for all future campaigns.

We hope this change gives players clearer long-term goals and provides a stronger sense of progression between campaigns.

🆕Two New Cutscenes

We’ve added two new cutscenes: one that plays after defeating the final boss with all tribes, and another that appears at the start of the game, right after the tutorial.

For now, they both use placeholder music. Our music producer is currently very busy ahead of Christmas, but we’ll add the final tracks as soon as they’re ready.

Overall list of all things changed, fixed, and added:

Added

🆕Three save slots for separate campaigns

🆕Saving and loading during fights

🆕New Armor Weight system

🆕Three new traits related to the Armor Weight system

🆕Three new traumas related to the Armor Weight system

🆕Symphony Birthmark trait, related to the Symphony of Shadows boss

🆕Removed Obsidian Chunks, all hut upgrades are now unlocked via new achievements

🆕New town cutscene after tutorial

🆕New ending cutscene after defeating the Warden with all tribes

🆕7 new hunt events

🆕Three new trinket items dropping from the new events

🆕Borderless window mode in settings

🆕Movie volume slider

Fixed

📌Mox/Int values used for rerolls/+1’s during fight events were being saved even if the battle was reloaded from beginning

📌Various issues with gamepad controls in menus

📌Increased the duration of Draught of the Forgotten Fey to make it easier to use with ranged weapons

📌Numerous improvements to the English translation, with help from coulter_baker on Discord, many thanks

📌Minor fixes to the Polish translation

📌Minor translation and bug fixes in various town events

📌Added some basic background particles to several battle scenes

📌Fixed a bug where particles from the previous turn were visually updating after each recalculation

📌Fixed a bug where a small yellow line could sometimes appear at the center of the stage during recalculation

📌Fixed hover text on Hunter’s tribe Bond and Amazon's tribe Matriarchal Resonance was interrupted in middle by other hover text

📌Fixed an issue with the Royal’s Commander Shout causing crashes when the bonus movement point was used and no other movement points remained afterward

📢 End Word 📢

First of all, thank you for your patience. 

This update took us much longer than we originally planned, and we’re sorry for the long wait. Over the past months we’ve been working on a large patch that touches many core systems of the game, and getting all of that into a solid, playable state simply required more time than we expected.

Ow, and Happy Cristmas everyone.


With sincere gratitude, yours truly,
~The Juggler Games Team

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