Blood Trail cover
Blood Trail screenshot
Genre: Shooter

Blood Trail

Experimental Branch Hotfix - damage effects and menu fix

Changes

  • Improvements to bullet holes and stabbing effects on enemies.
  • Enemies now show bruising from blunt damage.
  • Shotgun damage impulse reduced.


Fixes

  • Settings menu drop down menus switched to buttons and sliders. Drop down menus were not working for some users before.

HAPPY BIRTHDAY BLOOD TRAIL!

2 years young today!



Thank you to all of our players who have been so supportive and helpful along the way. We have a lot more in store and can't wait to share what's next for Blood Trail.


  • A friendly reminder to check out the experimental branch for all the latest features (right click on the title in Steam > properties > betas, then select experimental from the drop down list!)


Keep your eyes peeled for another dev log coming soon from Doug, (we will start posting these here, too.) We're hard at work on another update coming up as well. Stay tuned!

Experimental branch hotfix - Raid building spawn points

Fixes

  • Fixed spawn points in Raid outpost which cause certain enemies to spawn on top of each other and/or become stuck inside walls.

Experimental Branch Hotfix - brightness/exposure fix

Fixes

  • Fixed deprecated graphics settings causing incorrect brightness for some users.
  • Fixed engine bug that prevented enemies from doing all of their physical reactions.


Changes

  • Added further exposure compensation controls. Press right and left arrow keys to raise and lower exposure.


Raid is back on the experimental branch!

Changes

  • Raid maps 1-3 now playable in experimental branch.
  • Enemy guns now light up surrounding area when firing.
  • Enemy bullets now make impact effects and sounds on the environment.
  • New bullet impact effects added.
  • Balanced enemy aiming at both long and short range.
  • "Stealth light" awareness logic for enemies in raid and parts of the upcoming story mode.
  • Disabled gore activation for 9mm (glock).
  • Reduced critical gore distance for .45 acp.
  • Decreased dead time for inserting a new mag after a spent mag has been ejected.
  • All difficulty levels other than "brutal" now have unlimited mags/shells in the fanny pack inventory.
  • Brutal difficulty gets no ammo regeneration, but the starting number of mags/shells for brutal mode has been increased.
  • Made watch text easier to see.
  • New text buttons for watch menu.


Fixes

  • Fixed glitch which caused severed limbs to move when enemies were in downed state.
  • Fixed bug where magazines ejected using the eject button could not be re-insterted.
  • Fixed bug where the bullets in an ejected magazine could become offset from the magazine itself.
  • Fixed audio bug where automatic gunfire reduced in volume with consecutive shots.


Hey everyone! Raid is back!

Levels 1-3 are available on the experimental branch. These maps have been updated with new layouts, new dynamic lighting, tons of performance optimizations and a new spawning system for the "trail" portion where enemies will stand guard and patrol along the path. giving a better sense of permanence and allowing for optional "stealth light"* action.

"Stealth light" movement is now possible. You will make noise that the enemies can hear if you walk full speed or fire any weapons. If you walk slowly and avoid being seen, you can sneak up on unaware enemies. Stealth gameplay will be expanded upon as we continue development.

Experimental Branch Update

Fixes

  • Fixed bug where enemies would pop up and fly away sometimes when stabbing them.
  • Enemies now use the true aim of their guns and can no longer shoot the player if they aren't physically pointing it at them.
  • Fixed bug with neck shot damage.


Changes

  • Re-balanced gun damage. Guns are more powerful across the board.
  • Re-balanced enemy downed state. Enemies are more likely to enter downed state and take multiple follow-up shots before death.

Experimental Branch Hotfix

Fixes

  • Players can now pick up and use dropped pipe bombs.
  • Fixed various visual glitches when releasing the main grip of 2-handed weapons while stabilizing.
  • Fixed position and rotation of hands when using Vive wands.
  • Flipped up Vector sights.


Hey everyone! Small hotfix here for you while we work on other more pressing glitches, and getting Raid ready again.

Experimental Branch Update

Changes

  • Massive improvements in the feeling of throwing a pipe bomb.
  • Adjusted grip position for pipe bomb.
  • Bullets now appear chambered and inside magazines when appropriate.
  • Slide release button re-enabled.
  • Slight increase of grab sphere size on dropped enemy weapon pickup.
  • Slight increase in size of overlap volumes for side holsters, back holster raised up slightly.


Fixes

  • Fixed left hand grip position for hand auger.
  • Fixed glitch which caused incorrect functionality of slides/bolts/charging handles.
  • Fixed bug which caused shells to eject facing the wrong direction.
  • Fixed certain guns not ejecting the correct shell type.

Experimental Branch Update

Fixes

  • Reduced occurrences of a glitch where hunting knife stabs would launch enemies into hyperspace.\
  • Fixed crack smoking not restoring player's vision.
  • Fixed crack rock not visually reappearing in pipe.
  • Fixed smooth turning. Now does a better job of using the HMD as the pivot point.
  • Finger no longer acting finicky on weapons/options menus.
  • Pistol mag ejects properly now.
  • Fixed index controller orientation. (Let us know if this works for you and if it needs any further adjustment!)


Changes

  • Improved weight balance on hunting knife.
  • Added hand auger enemy weapon.
  • Increased wake range on non-active melee enemies so you don't have to be as close to make them become active and go after you.
  • WMR mixed reality mappings updated.
  • Pipe bomb mesh and material updated.
  • Arterial spray effect has been temporarily disabled while we fix some visual bugs with it.
  • Brightened "Paint Thinner" map and optimized materials for better performance.
  • Removed green bubble effect around enemy weapon pickups for performance reasons. Weapons that are able to be picked up remain floating above deceased enemies for now while we work on implementing a better solution.

Experimental Branch Update

Changes

  • All new remixed gunfire sounds.
  • New enemy weapon: screwdriver. (Enemy counterpart for the ice pick.)
  • Made pipe bombs significantly more performant.
  • Updated pipe bomb particle effect.
  • Pipe bomb explosion shows localized shrapnel damage on enemies.
  • Pistol can be stabilized with 2 hands again.
  • Increased range to which height can be set.


Fixes

  • Fixed enemies not spawning melee weapon pickups after dying.
  • Fixed missing collision on a wall in "Believer" map.
  • Fixed center of mass on pipe bombs, you're able to actually throw them now!
  • Fixed scorch marks from pipe bombs to display correctly.
  • Fixed black lines from occasionally appearing in muzzle flashes.