Blood Trail cover
Blood Trail screenshot
Genre: Shooter

Blood Trail

Experimental Branch Hotfix

Changes

  • Refined crack pipe and smoking effects. Glass material is more realistic, and ember and sparks have been modified and now emit light based on temperature input and should be closer to physically accurate glow color and value.
  • Reduced shotgun smoke opacity.
  • Increased blend time between enemy pain reaction animations.


Experimental Branch Hotfix

Changes

  • Temporarily disabled Force grip- force grip will return soon after some stability improvements are made.
  • Increased critical damage distance for shotgun and pipe bomb.
  • Shortened the distance at which Wendigo's footsteps can alert enemy AI perception.
  • Changed sound attenuation settings on Wendigo's footsteps. Should no longer sound like they are behind you or next to you.



Fixes

  • Cosmos control bindings fixed. (This has been for a few updates, but just now verified that it works.)
  • Changed a collision setting that resulted in ragdolls creating navigation problems for living enemies.
  • Fixed a small bug in the settings menu.
  • Fixed issue with large file sizes for updates.

Experimental Branch Hotfix

Changes

  • New reloading sounds for the AK.



Fixes

  • Fixed a bug where the player's main hand could disappear when holstering the shotgun under certain circumstances.

Experimental Branch Hotfix

Changes

  • Improved AI behavior for RUNNER enemy class.
  • Improved spawn collision detection to prevent enemies from spawning on top of each other.



Fixes

  • Fixed force grip beam appearing on wall spikes.
  • Fixed extra controller vibrations when stabilizing pistols.
  • Fixed a bug where stabbing implements would lose the ability to stab if the enemy ragdoll they are stabbed into gets deleted due to ragdoll cleanup.
  • Fixed incorrect offset on blood pools.
  • Fixed blood particles stuck in mid air.


Note: We're working on reducing the file size of these updates. Thank you!

Experimental Branch Hotfix

Fixes

  • Stability fix for stabbing. Drastically reduced instances of enemies jittering and teleporting when stabbed. (Known bug: wall spikes become unusable if the round clears while an enemy is currently impaled. Fix coming soon.)
  • Fixed staircases in the Basement, Black Site, and Homewrecker to allow for smooth traversal.
  • Adjusted ammo pouch position, bringing it out further from the body. Future updates will bring more user control over ammo pouch position.
  • Reduced unwanted movement in dead enemies.
  • Enemy physics simulation begins later in the stand-up animations.



Note: We're working on reducing the file size of these updates. Thank you!

Experimental Branch Update

Hey everyone. We're back with the update to the experimental branch. We want to monitor everyone's experience before we push this to the main branch.

Also, not included in this changelog is a possible fix for Cosmos bindings. We would love to hear from anyone with Cosmos who can let us know if this works for you now.

PLEASE NOTE: This update creates a totally new save game! You will need to adjust your graphics and gameplay settings, and Raid levels are now locked again. If you adjusted your hand position settings, these will need to be set again as well.



Changes

  • Unreal Engine version updated from 4.25 to 4.27. Heavy changes under the hood including a new physics solver, and performance optimizations.
  • Added compatibility with HP Mixed Reality headsets (G2).
  • New Map: Black Site - a large sandbox map with a shooting range, bouncy pit, climbable ladder and wall spikes.
  • New spawning options in Sandbox and Arcade modes: you can now choose between 5 different enemy behavior classes in both Sandbox and Survival modes. (Note: choosing "MANNEQUINS" will deselect all other active enemy types and vice versa.)
  • New enemy behavior class, "RUNNERS": These are unarmed, non-combatant targets who attempt to run away and find a hiding spot.
  • Force Grip: Pick up objects more easily from the ground. Just point at a magazine or weapon on the ground and a blue beam will appear, then press grip and the object will teleport into your hand.
  • New gunfire particle FX: smoke and sparks.
  • Lighting improvements in several maps.
  • Slight layout modifications in "Heartbreaker" map.
  • Enemy ragdoll physics improvements give more pronounced death reactions, and a looser, heavier feel when dead.
  • .12 gauge buckshot spread reduced to match real world measurements.
  • Schramm 9mm reloading sound volume increased.


Fixes

  • More readable round and weapon menus. Changes to color schemes and menu geometry make it easier to interact with and interpret.
  • More readable settings menu. Visual updates make it easier to read across all HMD types.
  • More stable finger pointing during menu interaction. Fixed bug where player occasionally had to move their hand away from the menu to re-engage the finger pointing.
  • Return of visible off-hand to indicate recoil reduction on pistols. When holding motion controllers together, you will now see your off-hand grasp the pistol indicate when you are stabilized.
  • Ammo pouch position adjusted further inwards to reduce unwanted interactions.
  • Some spawn points relocated in arcade maps.
  • Fixed a bug that allowed the settings menu to remain up after the watch menu had been closed.

Status check in!

Happy New Year!



Hey all,

We wanted to say hi to everyone, check in. Hope you're well.

We're still grinding away on some stuff under the hood. It's a long process for a team of two, but we're making good progress on it. We're updating the game engine to the latest version, and we're also updating our internal pipeline to get ready for single player. These particular updates are necessary to do before we go ahead with the more interesting updates such as the new sandbox, and of course, the gore update.
We'll try to sweeten this upcoming string of updates with some fun extras as time permits. But the goal of the next round of updates is to get things buttoned up here in the pre-story campaign game modes.
After that, we're full steam ahead on the single player campaign. During that time, you will occasionally receive updates that reflect changes we make to core gameplay things like enemy AI, animations, visual/sound updates etc. And when the story campaign begins to release, weapons, areas, and more from the single player mode will also be unlocked for the arcade modes by playing through it.
We hope you are as excited for 2022 as we are. Thank you all so much for your feedback and support. If you haven't already, join our Discord, and subscribe to us on YouTube for devlogs (and occasional pet iguana-related content.)

-Caleb

Checking in

Hello to all of our players!

Hope you're all doing well! We know there haven't been any updates in a little while, but we're working hard on some stuff and we wanted to let you all know what we're doing.

The first item on the docket is updating the engine. Never a small task, though we hope to have this done soon. Hopefully we will see performance boosts, and it will also enable an entirely new physics engine. After that, we can push forward with our next update, which as of now is scheduled to be a new sandbox.

The new sandbox map is nearly finished being built, and once the engine update is complete, we can finalize all of the stuff you'll be able to do in that mode. It will have some new features to take advantage of when it's ready to play.

We're hoping this update is a few weeks away, but we'll let you know when we know more.

There's also a major update to the enemies and the blood and gore coming up. This is a lot, so don't expect this one for a little while. But we'll be back to post details from that asap.

In the larger scheme of things, once we get these next updates out, we're going to be focusing on single player. The updates will be a bit more stretched out during this time, but single player updates will also unlock new stuff for arcade modes. As always, thank you so much for your support for Blood Trail. We can't wait to show you what's in store.... As for now, here are new screenshots of the upcoming Sandbox!










Experimental Branch Update

Fixes

  • Cosmos bindings updated.
  • Hand adjuster updates:
    -Added ability to adjust rotation on the x and z axes.
    -Fixed Y translation adjustment so that offset values are mirrored for right and left hands.
    -Buttons can now be pressed and held to adjust values without repeatedly having to press the button.



Hey everyone. With this experimental branchhotfix, we've updated Cosmos bindings and would love some feedback from Cosmos users to know if this has fixed the issues they were having. Also, there are several updates to the hand adjuster interface to include more axes to move your controllers around. Also, this build has been pushed to the debug_controller branch for anyone hanging out there.

Thanks!

-Caleb

Experimental Branch Update

Changes


  • Hand offset adjustment console added to Basement: Users can now alter the translation and rotation of the in-game hands to bring them in line with whatever controller you are using. Note: interface graphics are not final.