Disabled runner enemy type temporarily while we investigate the cause of crashes.
Removed melee particle effect.
Experimental Gore + AI Update
Experimental Branch Update
Dear Players,
We are thrilled to announce the release of the long-awaited Gore + AI update for the Experimental Branch of Blood Trail! This update encompasses thousands of changes and improvements. While we’ve provided an overview of the major updates, detailing every modification would be nearly impossible.
This update is currently available for the Experimental Branch only. To access it, right-click on Blood Trail in Steam, go to Properties, click on Betas, and select the Experimental Branch from the dropdown list. Please note that you will now see additional launch options—make sure to select the one indicating it is for the Experimental Branch, as it will not work otherwise.
Graphical Changes
Completely redesigned and rebuilt NPC enemies from the ground up.
Introduced a new gore system.
Added new clothing and character models.
Implemented new animations.
Reworked three Survival Mode maps for gameplay and optimization: Heartbreaker, Paint Thinner, and Believer.
Added two new sandbox maps: Gray Matter and Doppelganger.
C.A.P.E.C.O.D. System
Introducing the C.A.P.E.C.O.D. System (Clinically Accurate Physically Expressive Cause Of Death System). This system moves beyond traditional HP, representing real-world health markers to make NPC deaths feel more realistic and justified.
Enemies experience a rhythmic flow of data representing various critical processes in the human body, including lung function, blood volume, cardiovascular health, and critical areas such as kidneys, liver, and arteries. Pain tolerance is also considered.
All these factors culminate in simulated brain activity, supported by these other simulations and disruptable in various ways.
This system allows different types of damage to interact and express themselves in a coherent and meaningful manner.
Gameplay Changes
Rebuilt enemy AI for enhanced behavior and strategy.
Created a new enemy damage calculation system for greater medical accuracy.
Enemies now vocalize during encounters.
Gameplay is more challenging and rewarding, emphasizing movement and cover for realistic and skillful shootouts.
Missing/Upcoming Features
Two Survival maps (Dreamcatcher and Homewrecker) are temporarily disabled for updates and optimization.
RAID mode is temporarily disabled and will return soon.
Melee enemies (those using melee weapons and fists) are disabled while their AI and movesets are developed.
Future updates will introduce new varied faces, looks, hairstyles, and outfits for enemies.
Additional maps and weapons will be introduced before the Story Mode.
Please remember that the Experimental Branch is for new and potentially unstable gameplay. Incomplete features and game-breaking bugs are common. Builds that appear on the Experimental Branch have often not been fully optimized and may exhibit framerate issues. It's vital that we hear back from you about any performance issues, bugs, or other problems you may encounter. Please report issues in #Bug-Reports on our Official Discord Server.
Note: If you are experiencing an issue with the exe file when attempting to launch, please take the following steps:
Ensure you have selected the Experimental Branch (instructions above)
Restart Steam (if the problem persists, it's likely that the cache needs to refresh.)
If you aren't being prompted and the error is happening, check Blood Trail properties > General and make sure it is set to always ask for a launch option.
Gore + AI Experimental Branch Update Pre-release Preview
Getting closer
Hello!
The update is coming along well and we are hoping to enter the experimental branch at some point in the near future.
In the meantime, here's a couple of sneak peek images from the new gore system we'd like to share with you.
The first is the aftermath of a pipe bomb blast - burned skin, scorched clothing, and rising smoke.
The next is what remains after a 30+ foot fall. Yes, blood puddles now flow down sloped surfaces!
Thank you!
A sneak peek at critical neck hits
Hey all. We've been busy with our noses to the grindstone. We are working as fast as possible to bring you this monstrous update, but we felt it was a good time to show one of the latest features we've implemented. Enjoy!
Hey everyone! We thought you'd enjoy this sneak peek at the NEW GORE from our upcoming GORE & AI UPDATE! As many of you know, we have been working hard on this update for a long time and we are so excited to be able to show you a lot more very soon. Merry Christmas and Happy Holidays to all our long term players and new players alike! 2024 is going to be a huge year for Blood Trail!
New Dev Log!
Hey everyone! Doug's put out a new dev log here for you to watch. He goes over what we've been up to, what is coming up, and more.
We'd also like to again thank everyone for their patience. Lots of good things happening behind the scenes and we can't wait to get rolling again with updates and content. We know you've been waiting a while, and we're just as excited as you are to deliver.
Enjoy!
What's the Latest With Blood Trail?
Hey, everyone. We've noticed some concerns recently from people claiming that Blood Trail has been abandoned. WRONG! Blood Trail is more alive than ever. Although it may not seem that way from the outside, as we haven't had an update in many months, we understand your frustration. We're also eager to have an update ready for you. We're working intensely on a series of updates that will quite literally change the game.
We've been carefully listening to your feedback and are pushing forward with a massive overhaul that will address everything. Not only that, these updates will put Blood Trail in the right position for us to continue fully with the story campaign.
These updates will first appear on the Experimental Branch. When they're stable, we will move them to the Main (default) Branch.
Here's the current plan:
Update 1: Gore / NPC / AI
This major update will include a comprehensive rework of the blood and gore, enemy AI, and enemy visuals, along with an updated locomotion system.
We're revamping both the gore system and the enemy damage system to provide higher detail, increased interactivity, and better performance. The end result will be a significantly enhanced version of the current game, more violent than ever. Expect to see more detailed damage including slash and stab marks, all-new blood effects (and copious amounts of it), accumulating gore, and even more opportunities to dismember enemies. In addition, the system for dealing health damage to enemies is being completely rebuilt with a focus on accuracy. This means enemies will react proportionately according to the type and location of the damage they've sustained.
The NPCs are getting a visual refresh, featuring a new look and outfit (with more to come soon). Given the experimental nature of these changes, we'll concentrate on incorporating additional visuals after this update, so we can gather your feedback as soon as possible.
We're implementing an updated locomotion system, resulting in more realistic, improved animations. The AI controlling them will be completely new. Enemy AIs will now coordinate their positions and reactions as a squad, enhancing the feasibility of stealth kills. It's important to note that ONLY SHOOTER ENEMIES will be included in this update! Melee and unarmed enemies will return in a future update. Stay tuned!
Update 2: Melee / Additional Visuals
In this second update, we will reintroduce melee fighters to the game. They too will have a complete overhaul of their AI and a deeper combat system with improved offense and defense. Enemies will also get new vocalizations, reactions, and attacks. Innocent/runaway enemies will have better fleeing/hiding abilities. We will also be integrating our mocap animations into this system for the first time. This update may also include additional features like new enemy faces, outfits, animations, particle effects, sounds, etc.
Update 3: Player / Weapons
After focusing on the enemy, we're setting our sights on the player. Wendigo and his weapons are due for overhauls/fixes/improvements. We can't elaborate on the details here as we're still hashing them out, but we aim to address common issues and add substantial improvements across the board. We're looking to rework physics interactions, general controls, the overall feel of gameplay, and player movement. We want to provide better gun play, fix recoil, and improve melee and bladed weapon interactions.
Please remember that none of these updates will truly represent the final state of the game. We'll be adding more animations, vocalizations, visuals, and features along the way. The way these updates are released may ultimately be more or less than 3, and will likely include several hotfixes.
Further Updates: Content / Story
After the overhaul updates, our plan is to release an additional content drop, likely including a couple of new weapons, one or two new maps, and updates to existing maps. (Note that updates to existing maps may also appear earlier as part of the previous updates). This will provide fresh content for you to explore while we focus on developing the story.
Once these updates are stable on the main branch, our attention will shift to the story campaign. We've been laying the groundwork for this and it will mark the point at which we progress with the central narrative. While we'll keep you informed and share some progress details, we won't reveal too much to preserve the element of surprise. Our plan is to release the story in chapters or episodes. The story mode is where you'll find the bulk of the game's content. As you play through it, you'll unlock numerous weapons and locations for use in the arcade modes. We'll also introduce attachments, skins, and more.
Eventually, we'll release the final chapter, marking the completion of Blood Trail VR and its transition out of Early Access.
We appreciate your patience and support as we continue to work on these improvements and updates. As always, your feedback is invaluable to us. We look forward to delivering a game that exceeds your expectations. Thank you for being part of the Blood Trail community!
P.S. If you haven't already, head on over to YouTube and subscribe to our channel for more updates! https://www.youtube.com/watch?v=OzrKqzAshow
Developer Check-In
Merry (belated) Christmas and Happy Holidays to all of our players, old and new!
Doug is back with a quick update!
New Developer Check-In Video
Hello everyone! We're hard at work on some major updates. NPCs, AI, gore, and more... It's a lot of big stuff, so it will be a while, but well worth it and gets Blood Trail ready for it's next phase.