Dear Barber Surgeons,
The time has come to team up with your Villagers to start the Ritual of Severance and rid the village of the Nobleblood of Fear. A new Entity with 3 difficulties, 24 new Cards, 2 new Transmuters and 43 new Lore Snippets. Take this opportunity to also hunt for the 42 steam achievements you can now get in the game.
If you want to support us further, we're also working on an artbook right now showcasing the grim illustrations of BLOODLETTER and giving some insight into how the game ended up looking the way it does. Keep an eye on the Steam page during the next few days so you don't miss it!
To mark the end of the Early Access and Full Release we wanted to provide you with one final challenge you can’t overcome by yourself. We decided to expand on our base mechanics that you know and love by expanding Trust with Paranoia and its positive counterpart Ally. Sicknesses can now also become more lethal and turn into plagues. While developing our final content update we wanted to see how far we can push our base system with the entity win condition and provide some payoff for different playstyles like draw and big hand sizes.
New Entity "Nobleblood of Fear" with 3 difficulties
24 new Cards
2 new Transmuter
43 New Lore Snippets inviting you deeper into the world of BLOODLETTER and the Nobleblood of Fear's role in the decay of the village.
New environment showing the bathhouse corrupted by the Nobleblood of Fear
Closing animated cutscene letting you decide the fate of the village
42 Steam Achievements to hunt
Credits
Have fun discovering all of this new content, we hope you love it!
Alongside the new content we also decided to improve on some of the already existing stuff in the game based on your suggestions and our personal thoughts on what the game could profit from.
Mergable cards now have an updated animation when assembled. All of them also got new illustrations with their major theme being organs that you can now assemble to build the cards you personally want.
Reassigned the card illustrations previously used for Mergable cards to new cards
Mindful Excavation: Mergable, -2 Sickness -> -1 Sickness per additional card you draw
The Stallion's Blade: Mergable, +10 Purity -> +5 Purity per additional card you draw
Disturbance of the Dead : Mergable, +20 Purity, Select 2 cards from your discard pile to shuffle into your draw pile -> +5 Purity per handcard
Harlot Mother: Mergable, +20 Health -> -20 Purity, -20 Health, Exploit, -2 Sickness, Trust
Murder: Mergable, +20 Health, Shuffle into draw pile -> Distrust; Select a villager to add to the Queue
Starry Prophecy: Mergable, Draw 1 card, Discard up to 1 card -> Discard all handcards, draw the same amount
The Contract: Mergable, +10 Health -> Trust, +15 Health
Distressed Damsel: Mergable, +20 Purity -> When played: Switch between +15 Health and +15 Purity
Golden Mask: Mergable, Trust -> When played: Switch between -1 Sickness and Trust
Reassigned other Card illustrations
Judge from Knowledge: Distrust; Select a villager to add to the Queue -> Add 3 random stackable cards to hand, exhaust
Manipulation: add a random stackable card to hand -> Add a random upgrade to 5 random cards in deck, exhaust
Add a random stackable card to hand is now the effect of The Watchwoman
Repositioned the keyword tooltips to accommodate The Impaled One sword piece frames
Wax Seals on upgraded Cards to indicate they have been upgraded with a certain upgrade
Thank you to everyone for submitting bugs via discord or QQ. We care a lot about that and keep an eye open for any other ways you find to break the game!
Fixed a bug with Blessing cards where they are sometimes not playable after acquisition.
Fixed a bug with Bloodstone extraction card reward where the game sometimes freezes.
Fixed a bug where you could play cards to an invisible card slot.
Fixed a bug with entity: "Avarice and cupidity" where Sickness and Distrust spread increased when loading a saved run.
Fixed a bug with card: "Greed" where Distrust effects where also consumed.
Fixed a bug with card: Greed where consuming a card with "CRAFT" made the game freeze.
Fixed a bug with entity: "Avarice and Cupidity" and Transmuter: "Navigation Device" where the game freezes.
Fixed a bug with entity: "Avarice and Cupidity" and card: "Foul extraction" where you did not draw cards when health was sacrificed.
Fixed a visual bug in Entity Selection where 2 entities could be selected to unlock.
Fixed a visual bug with entity: "The Impaled One" sword pieces rendered behind the card's frame.
Fixed a visual Bug with Card overview in Village View where blessings and curses were not masked correctly.
Queue Frames during Midwife Ability replaced by new ones.
...We truly want to say thank you to each and every single one of you who has bought the game and supported us during the development. We are a team of four and the BLOODLETTER prototype was the first game all of us had ever worked on. At the time of its conception none of us could have imagined that it would ever see the light of day as a fully shipped game but here we are. This has been an absolutely surreal experience to not just have the support from the people surrounding us but from players on an international scale going as far as Asia with China being home to the majority of our players. Truly thank you to all of you all over the world for giving BLOODLETTER a chance, you made it possible for the four of us to live our dream!!!
So what's next? We currently don't have any plans for additional content updates, DLCs, sequels or the like but don't interpret this as us abandoning the game. We will keep an eye on what all of you are saying about the game, especially in terms of bugs and issues you might encounter. We're committed to providing you with a smooth play experience in BLOODLETTER and take that responsibility seriously, even if we move on to other projects.
Speaking of other projects: We're actually all still students and got to make this happen before even finishing our Bachelor's degree so that'll be our very own personal next entity to defeat. Once that's over it'll hopefully be time to get back to making games we're passionate about like this one. We'll definitely let you know when we start cooking up something new, either on here, discord or our ALDAMAMI GAMES social medias.
It feels strange to end this message knowing our full time work on this game is done, when it has been the focus in our lives for the past few years. Still, all things must come to an end and I can confidently say that I am truly proud what we were able to accomplish in such a small team over the span of only a bit over two years.
Once again from the bottom of our hearts THANK YOU SO MUCH and now and forever may your dubious methods work <3