Blessed Surface cover
Blessed Surface screenshot
Genre: Role-playing (RPG), Adventure, Indie

Blessed Surface

Keys & Locks Overhaul and Minor Fixes

Reki here. This patch fixes a few bugs with the update and makes the key system a lot more convenient. I have more minor fixes and balance tweaks coming, but I wanted to get this patch out earlier since it solves a few “key” issues. Hope it helps!

I’m hearing reports of a bug where eating hearts does not give their abilities. If you have any information on this bug, please let me know in the Discord server, as it’s proving very difficult to replicate and pin down. Other bug and crash reports are also welcome there.
Join the Discord

PATCH NOTES:


- Keys are no longer tied to areas and are no longer items. They autoequip when near a lock block.
- Poi heart passive has been changed to fit the new key system.
- Kinkin trigger effect now resets timer when triggered while timer is active.
- Calamity Card axe now attacks with you during swap attacks as well.
- Fixed an incorrect Calamity Card description.
- Fixed a softlock caused by teleporting to Garden without killing the Garden boss.
- Hopefully fixed a crash involving Foomies.
- Fixed spiky status effect taking up status effect slots despite having expired.
- Fixed tentacle achievement counting enemy tentacles towards total.

The Redemption Update

Reki here. Welcome to...


FEATURES:


- It now snows in the Belly of the Comet God during December. Look out for demonic snowballs containing a holiday surprise.
- Heart slots are now generic, able to contain any blood type.
- You can destroy non-anchored hearts by clicking on their slots in inventory now.
- Added many new heart blood types with new triggers.
- Hearts now beat on the player’s chest sometimes.
- All hearts now state their effects in their item descriptions.
- Calamity Card challenges are now active without picking them up.
- Calamity Card effects have been overhauled and now trigger only after picking up a card.
- Giga bosses are now accessed by beating the game.
- Giga bosses now drop a new item type.
- Added an arena where you can fight many of the bosses and creatures of the game. Includes boss rush and survival mode functionality.
- Added some secret endgame content.
- Added rewards for reaching the final rank of each faction.
- The Strange Radio is now a transformation item.
- New status effect, poison.
- Added a new fruit for poison.
- Replaced combination code that only spawned a Biter with something else.
- Added a little more lore scattered across the world.
- You can now rebind mouse buttons.
- There is now a second set of keybinds in case you need two buttons for the same thing.
- New game now carries over your options settings.
- Replaced Peeplits in Cathedral with a new creature.
- Added a new creature to Passages.
- Re-added some random encounter bosses and gave them loot drops.

GAMEPLAY TWEAKS:


- Lowered Hunter spawn rate significantly.
- Increased Hunter’s weapon drop chance to make up for the decrease in spawns.
- Hunter life lowered to 12.
- Rowu life lowered to 5 since they’re pretty hard to hit.
- Boofrog death explosion hitboxes don’t linger as long.
- Xydrone laser no longer hits as quickly.
- Garden boss projectiles no longer drop bones.
- Made Giga Cemetery boss more unfair.
- Made Giga Garden boss more fair.
- You can now hit lesser enemies in the final area.
- You now have to more actively collect Hex Seed charges to gain a curse charge from them.
- Redfang Returner boomerangs no longer get stuck on solid things, and can be thrown more than once.
- Redfang Returner now cycles between its two attacks.
- You can now move a bit during Taraski Tooth’s regular attacks.
- Increased Taraski Tooth’s rage buildup on regular attacks.
- Reworked Cobalt Spear’s regular attacks.
- Bow of Fortune regular attacks are faster now.
- It’s now much easier to let go of Pound Chain’s regular attack.
- You can now move a little during Demon Bulwark’s regular attacks.
- Demon Bulwark swap attack has had some tweaks and can now be prolonged by tapping the button.
- Ghost Knight finisher doesn’t lock you in place as long.
- Blue Comet finisher now has an additional section to its attack to put it on par with the other comets and its luck level.
- Curse Dweller finisher can now only launch up to three curse charges at a time.
- Melkrot Assassin finisher hitbox is now larger and also poisons targets.
- +gun now works on monsters, allowing them to shoot their prey.
- Nerfed +gun's firing rate.
- Restored magnetic to its former glory with some tweaks.
- Familiars can no longer be shot with gunners.
- Fruits no longer apply status effects to familiars while you are in your inventory. They are good pet food once again.
- Increase timer for pet starving to death upon loading up the game.
- Energized now heals monsters when applied to them.
- Tentacles now only grab creatures with 10 or less original health.
- Golden and other special monster types now spawn based on luck.
- Finishing moves can now only have their damage boosted by rage once. This stops finishing moves with long lasting projectiles from doing ridiculous damage.
- Finishing moves no longer get interrupted by your attacks landing. This was most noticeable with ranged weapons like the Hex Seed.
- Rage does not fade while you’re charging your finisher now, as long as you aren’t hurt.
- You now stop shooting automatically after dying.
- Transformation items are now visible on your character.
- Transformations are now triggered once every three kills, but can still be maintained by killing once while transformed.
- You are no longer invincible while transformed.
- You can now use your inventory while transformed.
- You can now exit transformations by charging your finisher.
- Spirit portals now have text saying where they go.
- Water from Dubble Heart expires five times faster.
- Nerfed amount of fists generated by Maffpap Heart.
- Sroolu Heart tail now has a cooldown on its damage.
- Bellscum Heart now only has a 1/3rd chance to convert projectiles.
- Pok Heart trigger now destroys the bones when they do damage.
- Replaced stun effect from Pokeasite heart with poison.
- Scaithe Heart trigger now additionally increases rage based on luck during the effect.
- Several objects like the furnace can be destroyed by hitting them.
- Gold, soul, and curse crystals now drop loot based on luck.
- Ghosts no longer follow you. Instead, you must follow them to try to get their riches.
- Shrines now state outright what causes their devotion to decay.
- Adjusted a few sound effects that were too loud.
- Directional attacks are now the default when starting the game, as this seemed to be the common preference.
- Added rage and alignment stats to inventory.
- Removed random tips from inventory and instead added tooltips to all inventory stats.
- Endgame now respawns bosses, sets your spawn point to Kiriki Garden so you don’t just go back, and gives you the option to activate Giga bosses.
- Comets and other random encounter creatures now despawn after a while of being offscreen.

FIXES:


- Fixed a crash involving monster target picking.
- Removed a certain embarrassing poem.
- Fixed end song not playing properly.
- Made music player system a bit more robust in general
- Fixed being unable to attack after attacking with too high of a weapon level.
- Items grabbed with gunner no longer mess up when hovering over other items.
- You can no longer use multiple transformations at the same time.
- Fixed Key Thief getting stuck when stealing stuff.
- Demon Bulwark can now be held with either attack button.
- Fixed Xydrone Heart trigger crashing the game.
- Fixed crashes with fungused status effect.
- Energized and rotting should work better now.
- You no longer slide around while attacking with a quick buff.
- Made familiars disappear less after you attack.
- Improved a couple inconsistent room transitions.
- Rain water fades in and out better now.
- Stopped a bunch of things from dropping life that weren’t supposed to drop life.
- Stopped cells at graves from escaping off ledges as much.
- Fixed gunner crosshair incorrectly resetting its target when target was out of range.
- Damage cracks should now show up on Giga bosses.
- Bosses no longer freak out when you fly past in a portal.
- Belly boss now plays its beam sound effect all the way through its attack as intended.
- Passage boss platforms now clean themselves properly. The platforms, not the pink things.
- You can no longer ruin your game by binding talk to the esc key. It can instead be used to clear a keybind.
- Right shift keybind now works properly.

+ Hundreds of other minor changes.

NOTICE: The new calamity card mechanics might not update properly on all systems. If you have an old save and don't see all three calamity card challenges in each area, please join the Discord server for help.

DEVELOPMENT THOUGHTS:


There’s a decent amount, eh? I wanted to wipe away all the regrets I had when developing this game. All the ideas I’ve had but didn’t have time to create, with a fresh perspective of the game after having not played it for most of the year. I’ve gotten better at a few game dev things at least, after having developed my second work, Ufflegrim.

There was indeed a time when I regretted making this game. It was a huge commitment that ultimately not too many people experienced. The people who did experience it helped a lot in bringing out this update. I developed it, but I wouldn’t have done so without the knowledge that there are a few people who might enjoy it. Thank you.

I'd like to talk about the major features of the update. There are a bunch.

Calamity Cards


Keep an eye on the new Calamity Card system. While the other overhauls focus on making old mechanics better with new content and polish, Calamity Cards have been completely overhauled. You'll now have a Calamity Card deck with positive and negative calamity effects. You can randomly draw cards by killing monsters. While these effects are unpredictable and hard to master, they can be quite powerful for the player, and a customized deck will fit in with character building.

New Heart Types


There's a very last minute feature that I only just added last night, new blood types for hearts. This is actually what I'm personally most excited about. The new triggers will allow you to make some quite elegant builds. I really want to see what everyone comes up with.

Endgame Content


To challenge your new builds, there's lots of endgame content as well. Giga bosses have been moved to post-game since they don't work well with Calamity Cards. You'll get a new type of item for defeating them that will help bring your gunner to its full potential. There's also an arena with boss rush and survival mode options, and some other stuff I won't spoil.

The Future


While my todo list for the game is mostly empty, there are a few things that couldn't fit in the update. Improved NPC mechanics, improved multiplayer, more interesting effects tied to corpses, and diseases, to name a few. I'm not sure if I'll be able to update again any time soon. I wouldn't say never ever, but it does depend on how this update is received. The game will be on sale momentarily for a massive discount, so we shall see. Ufflegrim will release early next year.



Thanks for reading. Good luck finding the rare heart blood types. I badly need sleep. See ya next time.

Difficulty Balance & Ravenous Monster Update

Reki here as always. I've done some playtesting recently and decided that the game needed a few crucial balance tweaks. This patch should make for a less tedious experience overall, as well as adding some interesting encounters in the form of ravenous monsters.


PATCH NOTES


- Added ravenous monsters. They are the rarest of the modifiers, gain a random buff every 30 seconds, have double health, and drop life when hit.

- Less hostile hunters will show up.

- Hunters will properly despawn now after being offscreen long enough.

- Life cells will always appear at any gravestone, and their numbers will not deplete.

- Life cells are no longer solid.

- You can no longer be damaged by a friend when playing online.

- Grong-Sages are now peaceful to the player since they were too strong for an early game monster. They are also diurnal now.

- Magnet status effect now pulses larger and smaller, and also doesn't affect its own host.

- Creatures shouldn't spawn on top of each other now.


-

Small patch today, but I hope that makes a good difference!

I've also updated the store page for Ufflegrim with a new gameplay trailer and new screenshots. It's turning out really well, check it out: https://store.steampowered.com/app/1072800/Ufflegrim/

And finally, join the Corpse King Discord server, I'll be distributing any alpha keys for Ufflegrim there in the future: discord.gg/e73QHcX

Wall Achievements Fix

Reki here as always. Just a quick notice that there was an issue with achievements for the Wall area that has been fixed.

If you've already done those achievements, you can simply toggle your corresponding Calamity Cards on and off and you'll be granted them.

Sorry for the inconvenience. Cheers.

The Corpse King's Festival Begins - Linux Version, Revival Update, Giveaways, and More

Reki here as always. I got a lot to go through today, so here's a table of contents. Pretty wild.

  • 1. Announcements
  • 2. Revival Update Patch Notes
  • 3. Contests & Giveaways
  • 4. The Future of Blessed Surface


1. Announcements


To celebrate the release of the Revival update, there will be a whopping 40% sale price on the game from today till sunday (starts in 2 hours from the time I'm posting this). It's a super ideal time to pick it up, as the game won't see a discount this large for a good while.

Blessed Surface now runs on Linux. Not much to say about it other than that it's a thing. Hope the port works well on your Linux machines and brings you some enjoyment!

Steam Cloud saves have also been activated today for your convenience.

I've put together a video that should serve as a decent intro to what kind of game Blessed Surface is:
https://youtu.be/FRvPNqWj8PI

Now for a secret announcement...

Ufflegrim, the second game by Corpse King, is currently under development. Check out its Steam Page and add it to your wishlist: https://store.steampowered.com/app/1072800/

I've had ideas brewing for Ufflegrim for a long time, and I'm happy to say development is going smoothly. I've only put a couple weeks of work in so far, but the game is totally playable, if ugly and missing features. I'm hoping to release in 2019 if able. There will not be an Early Access, but I will be looking for feedback on gameplay mechanics and there may be a closed alpha.

Finally, I've created a Discord server for Corpse King Games. Please feel free to join and discuss: https://discord.gg/e73QHcX

2. Revival Update Patch Notes



ACCESSIBILITY:
- Added Linux version
- Added Steam Cloud Support

CONTENT:
- Added a new shrine to Prison.
- Added a new shrine to Cathedral.
- Added 2 transformation items. While they're in your storage, upon killing anything, you'll turn into a legendary beast.
- Added a new armor to Cemetery.
- Added a new weapon to Prison.
- Added a new random event to Wilds.
- Added a weapon that drops very rarely from Hunters.
- Signposts have been placed around the world to assist in navigation.
- Plonker Heart effects were an abomination and have been completely replaced with something more sensible.
- Added Eckle Heart.

GAMEPLAY TWEAKS:
- Bosses no longer have parasites. The intention was to give the player an interesting way to regain health during fights, but they're just too distracting. Instead, bosses will directly drop health as you hit them, and the parasites are just regular creatures called Eckles living in the Passages.
- Tweaked dark and bright alignment gain and added text to make effects more clear.
- Random chance item drops such as monster hearts now take your luck into account.
- Guard tokens are now capped at 5.
- Guard token number now saves between sessions.
- Scrapheart Heart minion now only stays put if you whack it with melee.
- Adjusted volume of various sound effects.
- Increased Plonker Heart drop rate.
- Jellyfish cubes in Belly were too annoying, so they've been changed from a Common to an Uncommon Event. Also, they're only solid if you jump on top of them now.
- Improved Kinkin heart illusory sword's hitbox/animation.
- Rhiotog Heart trigger won't activate instantly on greenblood any more.
- Hunters will no longer attack if you wear a certain armor.
- Rank requirement for Hunters to not attack you has been lowered to match the reward threshold of the rest of the factions.
- Rank requirement for Greed Shrine rewards halved.
- Scaithe Heart turret now no longer needs a coin to begin shooting.
- Increased rage gain of Wireplate Flail.
- Reworded or removed various awkward texts.
- Final boss health increased.

FIXES:
- Stopped Gya from spamming jump sound.
- Fixed crash involving the ecosystem.
- Stemmie Heart crystals no longer drop bones.
- Gya Heart now removes knockback upon triggering.
- Chain-Walker Heart trigger no longer disappears after a time, instead breaking if the target is offscreen. Also, the chain visually stretches farther.
- Fixed certain albino monsters not dropping souls.
- Fixed Mogmog and Tumasite not dropping their hearts.
- Fixed Wumworms rising upwards rapidly after losing track of their target mid-attack.
- You can no longer spam gunner mode button to shoot real fast.
- Cathedral boss spikes and giga mode helper despawn when you die now.
- Cathedral boss giga helper no longer receives damage, and now vanishes when boss is killed.
- Guard tokens can no longer block guard breaking damage.
- Fixed rain puddles not appearing.
- Fixed a crash if you try to equip an armor using quick equip at the start of the game.
- Starting gear reappears in your inventory if you threw it away without finishing the basic tutorial.
- Fixed a crash involving poisoning your pet.
- Fixed that important objects would sometimes disappear between areas.

3. Contests & Giveaways


I've got a contest and a giveaway going to up the festivity. One is to beat Father Gob Giga, the other is a simple Twitter giveaway.

The Father Gob Giga Challenge
https://rekiswritings.tumblr.com/post/184871344050/the-father-gob-giga-challenge

Steam Key Giveaway
https://twitter.com/CKRekii/status/1128299618096173063

4. The Future of Blessed Surface


With the announcement of Ufflegrim, you might wonder about what happens to bsurf.

Blessed Surface was the first game I ever developed.

It's weird. It's full of spaghetti code. The options menu is ugly. Performance probably isn't as good as it should be on all machines. It had a hard time finding an audience.

But it's packed with content, innovative mechanics, interesting creature designs, and it will always hold a special place in my heart. I'm proud to have worked on it.

And it's not necessarily the end.

I'm going to watch and see how the reception of this update goes. I'm supporting it with all I've got.

If things go poorly, I guess I'll have to rename this to the Farewell Update. For many reasons, I can't keep working on the game when it's this unpopular. I hope you understand. I don't have a choice.

If this little festival of mine goes well for bsurf on the other hand... Since I work on game dev alone, I have the freedom to put other projects on hold and return to it whenever I'm able. I'd very much like to further develop the online multiplayer, and sync enemies and other stuff over the network. If I'm able to work on it more, that will be my top priority, a multiplayer update.

That is everything the Corpse King has for you today. Thank you very much for supporting Blessed Surface. And don't forget to enter those contests.

See ya.

Coming Soon - Linux Version, Revival Update, and More

Reki here. I've been busy, but bsurf ain't dead just yet.



The Revival Update is nearly ready. The idea is to cram as many of the things that didn't make it into the release patch as possible into the game. We're talking new content, balance, fixes, and polish.

Along with that will come a Linux version. As someone that uses a lot of open-source software, it's good to finally be able to support operating systems of the sort.

Finally, you can expect other announcements about the future of Corpse King Games, and some other events to liven things up.

I'm aiming at sometime next week for all of this.

Until then.

Release Update

Reki here, at last. It's arrived, the final version. Ahh, what to say...

Note - Saves are stored in a new location. If you'd like to use your old save, you can rename the folder "AppData\Roaming\Blessed_Surface_Early_Access" to "AppData\Roaming\Blessed_Surface". Very old saves will likely have some bugs though.



With this patch, I consider Blessed Surface to be complete. You can still expect fixes, little bits of polish and balance, possibly optimization where needed. I'd still like to port the game to Linux/Mac if possible, though that is proving difficult. As for content updates, I'd like to do more if I'm able to. It'd be my dream to create a large expansion out of all the planned areas I had to scrap, as well as improved multiplayer... I'll give word on whether it's possible or not in the future.

This release update is meant to complete the game. Everything from sound effects, to consumable monster hearts, to the giblets that fly out when you hit enemies. A lot of odds and ends that just needed something to be complete, but it's not slacking with brand new content either. There are some new random events, new bosses, new weapons, new armor. And of course, there's an ending.

I'll shut up for now and stop pushing the patch notes further down. Will probably be streaming the release version at https://www.twitch.tv/rekiiiiii at some point, with a key giveaway!

CONTENT:

- Added shrines and devotion system, and made old and new content work with it.
- Added all remaining monster hearts.
- Added some chests with nasty surprises inside.
- Readded some old friends.
- Added new random events.
- Added a new NPC.
- Added soup to Belly.
- Added new attacks to all giga bosses that didn't have any.
- Added boss parasites.
- Added secret new weapons.
- Added new traps and mechanisms.
- Added many sound effects.
- Added unique giblets to most creatures.
- Spiced up Passages with some new tiles.
- Spread creatures from the final area across the world in favor of some better fitting challenges.
- Added Steam achievements for all Calamity Cards, and one for reaching the ending.
- Added an ending.


GAMEPLAY TWEAKS:

- Smoothed jump physics.
- Heart abilities now show up in inventory.
- Melee attacks will now phase through pets.
- Pet inventory slot color now changes to match the pet's ribbon color.
- Adjusted the rate at which you gain light or dark alignment.
- Zhiqi armor plates no longer drop health.
- Adjusted level design between Cathedral and Basin.
- Bosses now heal one damage per thirty seconds if they don't receive any damage during that time.
- Added water to Kiriki Garden's well.
- Rotting debuff now stops enemies from healing when applied to them.
- Increased attack cooldown of upwards melee attacks, to prevent flight with them at low levels at least.
- Particles released by Seed Alembic now do some knockback to enemies.
- Chain-Walker Heart trigger ability changed to only break after a certain amount of time.
- Added shadows to many sources of text.
- Edited NPC dialogue.
- Bell-Worm Heart no longer requires equip mode.
- Meat-Imp Heart trigger ability now does damage.
- Plague-Blocking Shield can now inflict rot debuff.
- Nerfed Watt Gunner damage speed.
- To prevent certain unlucky events from happening early on, you now start with 50 luck instead of 0 upon game start.
- Knight's Bloodsword sprites tweaked slightly.
- +gun should no longer stack, instead refreshes duration when multiple are applied.
- Fruits can now be eaten by wild monsters.
- Balanced several overly difficult calamity cards.
- Added text when someone connects to or leaves your game.

FIXES:

- Fixed monsters unintendedly being golden and key-holding at the same time.
- Fixed monster healing not removing damage visuals.
- Fixed keys being dropped from monsters despawning offscreen.
- Set types on creatures that were not correct (size/hardness).
- Heart abilities that give you status effects should leave effects gained without the ability alone now.
- Fixed Belly Calamity Cards 2 and 3 appearing after collecting only 1.
- Fixed certain Calamity Cards instantly completing.
- Fixed Monster Heart names not updating with blood type when you take them out of storage.
- Main menu music adjusts to the volume you set in options now.
- Fixed bugs with Curse Hive phase change.
- As a failsafe to ecosystem, monster populations are now capped to 20 in case it ever goes berserk and tries to add hundreds of creatures that it shouldn't.
- Sroolu ai tweaked to get stuck less often when changing between ground and flying modes.
- Fixed Fest Heart not dropping.
- Fixed Garden-Drone Heart passive not working on controller.
- Fixed Maffpap Heart fists not being limited properly.
- Fixed Melkrot Assassin finisher not doing damage.
- You can no longer quit the game upon dying to save your location. It was useful for testing, so it was kept in till this point.
- You can no longer charge finishing moves while dead or fast travelling.
- Fixed music playing twice.
- Fixed music starting and stopping when dead.


AND A LOT MORE STUFF REKI PROBABLY FORGOT/WAS TOO LAZY TO WRITE DOWN

Release Date

Reki here.

Blessed Surface will enter full release on February 27th.



Check out the release trailer:
https://youtu.be/TZThmlvnFfA

I really tried to give an honest show of what makes the game special in this final trailer. It's the 6th trailer I've done for bsurf. Hopefully an improvement over the first one I put together, which had no music, kind of empty, lifeless scenes, and I was embarrassed of even as I uploaded it. Good times. Aaanyways...

I'm done with all essential content for bsurf. There are still a few loose things I need to get done, of course. But it has a beginning, an end, and a decent amount of stuff in between. I will take the time between now and release to polish, balance, and add as much extra content as I can.

Until then.

Progress Report #2

Reki here as always. It's been a little while since the last progress report. I wanted to write another just so it doesn't look like I'm slacking off or have abandoned the game, so here goes.

First, a reminder of why there are only written updates at this point instead of actual patches. With most of the content completed, release isn't too far off. During this time, I'm working at 200% to cram in every last bit of polish, last minute content, etc. to get the game done in time for the unannounced date I'd like to release on. I'll also need to work on a release trailer, as well as seeing if I can port the game to other operating systems. Lots to do, hence the decision to not update the game more till final release. Can't afford to worry about whether I've left in gamebreaking bugs in smaller patches at this stage, we'll do it all at once.

Content


The Monster Heart system is completed. There are over 50 hearts in the game, one for each ecosystem spawned enemy. With one trigger and one passive effect each, that's over a hundred unique effects to build your character with. Giving a sense of value and potential to the creatures of bsurf was a big goal, and I hope this system has achieved that.

NPCs still have work to do. I'd like to go through and edit all of them. I've never written much dialogue, especially not with an unusual conversation system like bsurf has, so it definitely needs some touching up. If there's time, I'd like to add one or two more as well.

I've added some more booby traps into the game. I actually created quite a few and tried placing them around, but I found that adding too many doesn't enhance the experience. It's cool to have a few danger zones full of them, but otherwise they just become a chore, and annoying. There's already plenty of gameplay created by the creatures of each area.

When I'm done with everything else, I'll add as many random events as I can. I have a fat list of ones I wanna do, hopefully I can get to at least some of them.


Sound Effects


Sound effects are the biggest workload at the moment. All boss and creature sounds have been finished. Currently working on heart ability sounds. Once those are done, it'll be smooth sailing with only a few miscellaneous other things needing sound.

The End


The ending has been fully functional for a while, but I've recently decided to make the buildup more impactful. I moved the creatures from the final area into the rest of the world to make space for some more fitting challenges, which I'll be developing after sounds are done.

After that comes NPCs, and after NPCs, hopefully, a little spare time to add more random events. Then I edit together the best trailer I've ever made, see if I can port to Mac and Linux (no promises), and release the game as finished.

This will probably be the final bit of communication until I have a release date. Please look forward to final release. Once it's all done, I fully intend to write an agonizingly long post reflecting on the development of Blessed Surface, and looking towards the future. But until then, I'll keep working until bsurf is something I can be proud of.

Progress Report

Reki here as always. This will be just a little report to set expectations on what you can expect for the release update, as well as going over the current state of development.

Monster Hearts


All but five monster hearts are done. Every single monster spawned by the ecosystem will have one. You can possess enemies, grow a long serpent's tail that drags along behind you with physics, cast bonestorm spells, equip cursed and illusory weapons, release an additional blast attack when you unleash your finisher, grab your own bullets out of the sky as items and eat them for ammo... There's a decent variety.

Factions and Covenants



The faction system was an unexpected feature I suddenly thought of and wanted to add. Save up those gold coins, they'll finally be actually useful. You'll pay coins at various shrines to rank up with the corresponding faction, and gain various perks. Some old content has been converted to work with this system, and there's new content as well. I think there are... 7 at the moment? With two more I'd very much like to do if I get the time.

The Ending


The ending is now complete, but there are a couple things I'd like to add to make it as good as it can be. The current final area of the game also needs some love to properly build up to this ending.

Sound Design


To focus on refining bsurf's mechanical systems, I've had to largely save this part of the game for last. I'll begin working on it in a big way very soon, with the goal of giving nearly everything decent, unique sounds.

Polish and Balance


Since many systems have been developed extremely quickly, there is no doubt a fair amount of balancing required. This will come as the very last thing, with whatever spare time is left over after feature development is complete. Calamity cards and monster hearts in particular I'd like to work on a bit further. I'd also like to add a few extra bits of content to various areas.



That's pretty much everything I'm promising for release. I'll end things here with a few choice pieces out of the patch notes.

- Melee attacks will now phase through pets.

- Pet inventory slot color now changes to match the pet's ribbon color.

- Added boss parasites.

- Smoothed jump physics.

- Some old friends have reappeared...




p.s. goblins suck