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Hail, Adventurers! More fixes headed to the Rift today with a cart so full of fixes and tweaks that we’ve had to rest the donkey FIVE TIMES (we really should have got a horse by now).
Without further ado, it’s a long enough list already. Here’s what’s coming to Blightstone today!
A boatload of fixes and tweaks!
Fixed a freeze that could occur when accessing the Team Screen during a recruit scene and clicking the Dismiss button.
Fixed an issue where obtaining all skills for a character could cause Crystal skills to appear as skill offers.
Fixed an issue where Bahir, the Djinn from the Benevolent Djinn node, could appear with Anomalies and Blighted modifiers.
Updated Boar Abomination and Giant Abomination names, and classified them as Demonic enemies.
Reduced the interaction collider size of the Dismiss button so it better matches its visual bounds.
Fixed an issue where the Brawler’s Momentum Strike could exceed its intended range when affected by Strength bonuses.
Fixed an issue where the “Dismiss a Hero” popup could appear when the party had three or fewer members after recruiting an adventurer.
Updated Blighted entities so their skin colour now changes correctly.
Fixed an issue where Act 2 decals could display incorrectly when holes were present.
Fixed an issue where area attack previews could appear behind slabs or other scene assets.
Fixed an issue where Marked did not stack correctly on Karantos between Hunter's Net Ambush skill and Brawler's Immobilize.
Updated Bandit's Empoison Weapon skill and Scarab Sand Shelter skill behaviour to trigger on the second turn.
Fixed the Stone-Carved Figurine description to state "status immunity" instead of "status resistance".
Fixed an issue where Void Pulse could partially spawn inside a column, preventing it from being moved.
Fixed an issue where teleport skills could move characters onto Xander’s mountain.
Fixed an issue where adding an upgraded stat could remove a previously upgraded stat.
Fixed an issue on the Team Screen where Block could visually increase above its 50% cap.
Fixed an issue where Block upgrades could still appear as options after reaching the 50% cap.
Fixed an issue where targeting a Void Anchored enemy could incorrectly show a “Not enough action points” error.
Fixed an issue where swapping positions between a trap and an entity could cause the entity to collide with the trap.
Fixed an issue where killing an enemy with Blizzard’s Fists and Reality Bleed could create a duplicate with 1 health.
Fixed an issue where the fourth hit of Earthbolts could target a dead enemy while valid targets were still alive.
Fixed an issue where the achievement of complete Act with a hero would not be triggered correctly when completing Act 2.
Fixed an issue where starting and completing a fresh run could prevent switching to Act 2 from the Main Menu slider.
Improved visual effects, animations, timing, and feedback across multiple skills.
Fixed an issue where the Portals anomaly could spawn enemies from the same faction in the scene.
Fixed an issue where abandoning a run during the Korghul cinematic screen shake could leave the screen shaking permanently.
Fixed an issue where Dog Bark Distraction text could overlap with its rarity label.
Fixed an issue where Xander could be targeted with the Priest’s Soul Explosion.
Fixed an issue where Shadow Presence preview and area indicators displayed at the wrong size.
Fixed an issue where a Blazing Vex prepared to explode would fail to detonate if killed by the Druid’s Crow.
Fixed an issue where very short paths could fail to count action point costs correctly.
Fixed an issue where a hidden ally killed and revived could return without a health bar and remain permanently hidden.
Fixed an issue where daylight animation would not be done in Campfire's Blight biome.
Sound tweaks and fixes, too!
Added sound to several skills and actions: Crystal Death Ward, hunter’s Sniff and Dig, Arcane Barrier buffing a projectile, Arcane Barrier hit, Druid’s Beastly Swap, all Xander skills, when a character enters a quicksand
Updated most of Rogue’s skills sounds
Added a lot of UI sounds (buying store services, some pop-ups, options sliders, buttons in Xander’s tower and more)
PLUS dozens of other sounds in different situations.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
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We’re back with you on the cart, heading towards a town called PROGRESS. Or at least to the tavern situated within a town called Progress. Or at the VERY least, heading to a tavern.
We've got more fixes for you today with our 0.3.5 update, which should already have landed with you by the time you read this! “What’s the point in writing it then, dear Scribe”, I hear you ask! Good point, but some bugger would only complain if we didn’t!
To we have:
Fixed an issue where heroes revived with Death Ward were not re-added to bark events, (which could cause a crash)
Fixed a crash when hovering an entity that occurred when the system language was set to certain languages
Fixed a crash that could occur when opening the inventory
Fixed a crash that could occur when using Cut Frenzy on a God’s Shield while equipped with Lightning Edge
Fixed an issue where killing an enemy with Reality Bleed while in Fog could spawn a duplicate entity with 1 health
Improved visual feedback for the Rogue’s Nimble Pilfer passive to better indicate when it activates and what benefits it grants
Fixed an issue where Empoison Blades skill from campfire could interrupt the execution of any skill when hitting a target
Fixed an issue where enemies affected by Crystal Frenzy could incorrectly target Adventurers instead of the Crystal
Fixed an issue where enemies with Crystal Frenzy that couldn’t reach the crystal would skip their turns indefinitely
Fixed an inconsistency in the Prologue tutorial where blight per night values were stated as 10 per night but applied as 8
Fixed some visual inconsistencies with recruited and unlocked characters.
Fixed some colourless equipment
Improved Scene loading times
Fix headless characters (and some missing other appendages)
Fixed visual errors with Act 2 terrain textures when overlapping with holes.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Well met once more, Adventurers! Following our recent Act 2 update we’re back again with fixes, tweaks and even a couple of smaller new additions!
Additions and Tweaks
Added the option to restart a combat once per node (in wanderer and adventurer difficulties)
Added menu art variants for every Act
Spatial instability now shows where the character will be moved to. We’ve also added a visual warning to make it clear when the next action will trigger the effect
The portal's anomaly now spawns an entity at the start of the turn
Fixed an issue where certain Campfire dark events could permanently apply a negative status effect
Fixed an issue where the Rogue would not perform Quickstep when an attack was dodged
Fixed an issue where a Dwarf Driller could emerge from a hole and immediately fall back into it (we've taken away their mead)
Fixed an issue where some ability descriptions did not reflect the correct damage values
Fixed a localisation error in a Priest passive skill
Fixed an issue where entities within Reality Bleed anomalies could spawn overlapping with other entities
Updated Dog Bark Distraction to be a Swift Action for the Hunter and a Free Action for the Dog, and removed its cooldown
Added a one-turn cooldown to God’s Hand to limit its use slightly
Fixes
The bandit archer will no longer shoot his interruption skill after being killed (and Dave’s been fired for Necromancy)
Fixed a bug where using Wall of Thorns, God’s Shield or Arcane Barrier in the gnome’s combat node, which could cause a freeze
Fixed a bug where the game could crash when a confused Arcanist used the Arcane Chainshot skill
Fixed a bug where a blighted skeleton would revive with all health (we’re not THAT mean)
Fixed a bug that show the Thread of Agility twice in the Continuum Forge
Fixed a bug which could spawn too many enemies in certain conditions
Fixed a bug that did not reset crystal runes correctly when changing save slots
Holes’ visual effects no longer appear in front of Heroes
Fixed a bug where using the death ward on Crystal and heroes could cause a freeze
Fixed the Act 1 message errors in the prologue
Fixed a bug where the Thread of Foresight would not show any description
Fixed an issue where enemies duplicated by Reality Bleed would have their health bars visible even in Foggy weather.
Fixed an issue where the Watcher’s teleport would consistently target positions near the screen edges.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Leap into the fray once more, dear Adventurers! Our Mages have been working hard to bring you yet more tweaks, fixes and changes, as well as the brand-new Act Two of our Blightstone story.
Following their triumph over Korghul in Act One, our heroes will lead a time-twisting adventure through the Rift - with their journey leading them to familiar areas beset with new dangers and evolving traits.
New Act Two story
Adventurers will lead our heroes on a glitched and blighted trail as you navigate the twisting tale of Act Two. As our heroes and even the Earthglass Crystal itself continue to evolve, who is to say what stories await.
We’ll refrain from giving too many spoilers here to darken your ledger, but Adventurers should enjoy an evolving tale within Act Two, with new enemies, new mechanics, new runes and seven new achievements for Early Access players.
Discover new additions within Act Two including:
New Blighted Enemies - appearing more frequently in Act Two, dealing more damage, and harder to take down.
Scene Anomalies - adding a new layer of strategy to your battle, glitched nodes with Void Pulses, Spatial Instability and Portals to consider as the battle continues
Blighted Nodes - delivering more Blight risk for our heroes should you choose to (or be forced to) risk them as you travel
Enemy Anomalies - each enemy along your Act Two journey can bring unique challenges, with glitches including Cascading Echo, Reality Bleed, Phasing and Void Anchored statuses
New Crystal Runes - with three new Foundation runes added at the top of the skill tree. Enhancement Runes deliver a new way for Adventurers to level up your party along your travels
New Achievements - We’ve got a whole seven new Achievements as part of the Act Two update. For the completionists among you, you’ll have more to work towards as you progress through Act Two!
We are looking forward to welcoming Adventurers to the Rift once more in Blightstone Act Two - as we release TODAY on our Early Access journey. Join us on social media and on Discord to keep up, and make sure you let us know how you find Act Two.
We launched into Early Access so that we could develop Blightstone alongside you, and your feedback has crucial impact on how our own journey progresses. Thank you, Adventurers, for all your support, and we look forward to hearing what you think of this latest installment!
And a Cart Full of Fixes!
In addition to the new Act II content, we’re also hauling some standard fixes, tweaks and optimisations into the village, too. Alongside Act II you’ll also find:
Crash Fixes:
We’ve adjusted Crystal Bound modifiers for health and damage when fewer heroes remain in the party.
We’ve deployed a fix for a crash that could occur when dismissing a hero during combat.
We’ve also fixed a freeze that could occur when switching between save slots.
Alongside those we have a fix for an issue in certain mountain nodes where party positioning could be incorrect and potentially cause a freeze.
Bug Fixes
Fixed an issue where certain robes and head cosmetics would not display correctly across different characters.
Fixed a bug where some combat nodes had the unknown node icon in the map.
Fixed an issue where teleport abilities could incorrectly target closed buildings or unreachable areas.
Fixed an issue where health bars were not visible on the Team Screen when accessed from a combat node.
Fixed some conversation typos.
Fixed an issue where playtime displayed in save slots did not reflect actual time played.
Fixed an issue where the Hunter’s Royal Colours robe effect would not trigger in certain situations.
Fixed an issue where the Rogue’s Fan of Knives would break Concealed on the first hit instead of at the end of the skill.
Fixed an issue in mini-boss encounters where multiple map information could result in receiving SIX rewards (that’s too many for you!).
Fixed an issue where pushed characters would fail to return to their idle animation after movement.
Fixed an issue in certain forest nodes where Winged Imps would not play their idle animation upon entering.
Fixed an issue where Karantos would not collide with spike hazards.
Fixed an issue where shortcut map information could be replaced by Ayanur events without granting their rewards.
Fixed an issue where achievements for completing a run were incorrectly granted when abandoning a run.
Fixed an issue where switching save slots could cause characters to appear transparent.
Fixed an issue where Block was not functioning correctly.
Fixed an issue where the “Enemies Killed” stat would display as 0 upon completing a run (or maybe you just suck?).
Fixed an issue where difficulty scaling was calculated incorrectly in certain map positions.
Fixed an issue where Continuum Forge Thread effects that increased Epic item probability were miscalculated.
Fixed an issue where the Team Screen dismiss button incorrectly displayed restrictions despite valid conditions.
Fixed an issue where Lightning Arrow (Rare) preview showed damage but dealt 0 damage upon execution.
Fixed an issue where trypophobic textures in the Korghul node were not displayed correctly when spawning holes.
Fixed an issue where Korghul could summon enemies in unreachable cliff areas.
Fixed an issue where the interruption popup displayed “X” instead of the correct value.
Fixed an issue where Wrestler’s Belt was not correctly applying its Strength bonus.
Visual Changes
We’ve added descriptions when hovering over the map legend
Added a description explaining the Shadowed status effect (sorry, Argos!).
Improved map legend with new nodes and descriptions.
Added names for runes when hovering in the runes screen.
Improved positioning in certain store nodes where the shop UI was obscuring the party.
Updated the color of ground stone textures in Blighted nodes to improve visual clarity.
Added missing icons to several enemy skills.
Tweaks and Optimisations
Updated the Hunter’s Thornthrower to deal +10% damage, gain Piercing, and shred 1 armor.
Wrestler’s Belt strength bonus tweaked from +2 to +1.
Adjusted enemy difficulty level of Zombies and Half-Zombies.
Updated Apprentice Vestments to grant a 25% chance for offered skills to increase in rarity, up to Epic.
Added a 1-turn cooldown to Dog Guard.
Taming a dog at the Campfire now costs 1 Food.
Updated Thread of Resilience to grant +25% starting Health.
Adjusted Thread of Wealth to grant +2 Gold instead of +5.
Reworked Thread of Agility to have 2 levels, each increasing movement by 0.5 steps.
Reworked Thread of Foresight to improve the quality of Map Info instead of granting additional Map Info.
Updated Korghul Demon explosion behavior to trigger on the following turn instead of immediately.
Reduced the Djinn’s Lightning Bolt damage from 7 to 6.
Updated Loaded Dice description to remove the incorrect 50% effect text.
Fixed an issue where Blizzard Fists and the Crystal Gem Frost effect would always apply Slow instead of using the intended chance; both effects now correctly have a 30% chance to apply Slow.
Block and dodge have a max cap of 50%.
Players can dismiss heroes as long as more than one remains in the party.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community:
https://steamcommunity.com/app/2832280/discussions/
Discord:
X (Twitter):
Tik Tok:
https://www.tiktok.com/@blightstonegame
Bluesky:
https://bsky.app/profile/blightstonegame.bsky.social
Insta:
https://www.instagram.com/blightstonegame/
What Ho, Adventurers! We’ve a smaller update today so it’s not worth getting the whole cart out, but a hand barrow full of fixes has headed your way with 0.2.6. We’ll not beat around the bush so it’s time to get right to it. No mucking about.
We’ll not sugar coat it, let’s get right to the point. No dilly dallying or flim flam flummoxing. It’s time to give it to you straight. We’ve no time for waffling on. We’ll give you the notes and we can all go home. That’s right. We’re here. Here’s the news. Straight from the horse’s mouth and without any further ado.
Here’s what’s updated in 0.2.6:
We’ve fixed an issue with modifier display within the stats screen which could incorrectly display modifier origin
We’re fixed a crash that could occur when finishing a node, where the game would try to access non-existing “previously visited” nodes
We’ve fixed a UI sorting issue that could make life bars appear in front of store interfaces
We’ve fixed an issue that could get in the say of visual effects
We’ve fixed a bug that could cause a non-critical crash with Korghul’s Corruption Jet skill
The Blight Extraction campfire skill can no longer be used if the Crystal has less than 3 life
We’ve added a Team button in the Dismiss Character screen (and altered messaging for when the party has 4 or 5 members)
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Well met, Adventurers! It’s been great to see you all getting to grips with Luna, our new Rogue and our Mages are back to give you more to get your teeth into, with some additions, tweaks, fixes and changes for your favourite roguelite dark-fantasy turn-based strategy game called Blightstone.
In addition, we've got a stunning 20% discount currently running, and for the next week you can get a great price on our Early Access adventure, where you can have direct impact on the game and how we evolve on our way to 1.0 launch. In the meantime, if you want to see what’s hitting the Rift today? Join us below to find out:
FOUR New nodes (one per Biome) which will allow Adventurers to recruit Heroes
A new Blight-infested enemy variant - exploding on death to deal damage and add Blight within an area
Added a Very Hard difficulty to give you even more challenge
New Campfire skill - Blight Extraction
Fixed an issue where having 4 party members also reduced the health of enemy Druids in the Forest scene
Fixed a crash when upgrading Trap skill from Rare to Epic on Hunter
Fixed a crash when upgrading a skill on a character using old save data
Thread of Safeguard (adds hero death wards) now has only one level
Fixed a bug where some equipment displayed "deals X% damage" twice
Fixed a bug where the Quick Reload skill tier epic indicated that the damage bonus lasted 1 turn, but it lasted for the entire combat
Fixed a crash that could occur when recruiting an adventurer during the Campfire
Fixed a bug that allowed Adventurers to get multiple items when selecting an item in Ayanur’s node
Fixed a crash in the team screen that happened with certain stats
Fixed a bug that could show an empty field in the list of modifiers of any entity
Fixed a bug that showed different values for Temporary Armor in the UI and the list of modifiers
Fixed a crash when calculating pathfindings with entities that were too near
Fixed a bug that did not show the preview of added Temporary Armor
Fixed a bug that loaded a different scene when reentering a node after exiting the game
Fixed bug that carried some items from one run to another
Fixed a bug that did not display the origin of the Thread of Agility modifier when hovering over in the stats screen
Fixed a bug in the description of Thread of Agility in the Continuum Forge, showing +0.5 steps instead of +1 steps
Fixed a bug that did not display the Thread of Purity effect in the list of generic modifiers
Fixed an issue where killing an enemy with Brawler’s Charge (or any other skill that made the target stumble) while they were performing an interruption skill could incorrectly trigger that interruption skill
If the bandit bowman is executing its interruption skill, killing him will now trigger the interruption skill
Fixed an issue where the Watcher could teleport outside the screen after being attacked
Fixed a bug where Rune of Stock applied the effect without having it equipped
Fixed an issue where Tunnel Driller holes were missing their UI outline
Fixed an issue where a Tunnel Driller could attack while still invisible before properly appearing in the encounter
Fixed an issue where status popups could sometimes appear on hidden or underground entities, such as Dypskar Drillers
Fixed an issue where the visual effects from Korghul’s Fire Rain skill were not properly cleared after the ability finished
Fixed a bug that did not stack properly the Marked status from Net Ambush and Marker Shot
Added rewards when successfully explaining your quest to the Dypskars in the scene Dypskar Dilemma
Added gold reward to hidden node Wealthy Well and increased item rarity
Give better equipment and heal blight in the scene Benevolent Djinn
Give better rewards when choosing to kill the farmer in the scene Help Ambush
Increase difficulty of the first node in the druid quest after having unlocked the Druid
The Dypskar reading the decree now gets closer to the party in the scene Emperors Decree
Reduce the price penalty when using the bandit’s shop from 50% to 20% in the scene Bandit Trader
Fixed a visual bug that caused the party to move in the opposite direction when exiting the node in the scene Bandit Trader
Fixed a visual bug that caused the lifebars of the heroes to overlap with the store UI in the scene Bandit Trader
Fixed a visual bug that caused the Priest to be inside the house’s door in the second scene in the priest quest
Fixed a visual bug that caused some of the rock textures to be stretched in the scene
ANY enemy can now suffer from Crystal Frenzy
Enemy variants are now spawned randomly within any scene, adding some more variety
We’ve tweaked difficulty (lowered) or Easy, Normal and Hard modes
Reduced Blight at night
Secondary Heroes have new colours for their default robes
We’ve added Hero names to the dismiss screen
Ayanur now gives an item within the first encounter as well
Lightning Arrow skill now deals 7 piercing-damage, 9 at Rare, and 12 at Epic, and has a cooldown of 2 turns
Link of Might gem skill now grants +50% damage to the nearest target, 75% at Rare, and 100% at Epic
Extraordinary Craft campfire skill now costs 6 Scrap instead of 8
Fixed a bug that displayed wrong burning or burnt tall grass
Fixed a visual bug affecting some entities in cinematics when swapping facing left/right
Improved small version of resource icons used in tooltips
Fixed a UI bug in the dismiss hero screen when it had 5 heroes
Fixed typo error in Dog Attack skill
Added missing Chinese translations across various UI elements
Improved visuals in decoration assets in the blighted merchant
Fixed an issue where vignetting (dark corners of the screen) was not present in the campfire
Dypskar Empire Gate node optimized for a better framerate
Fixed some visual glitches with the wells
Fixed a bug that didn’t highlight the upgrade button when buying the Thread of Purity in the Continuum Forge
Deep Empire Gate node optimized for a better framerate
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Adventurers! Welcome back to the Rift. We have seen so many of you leaping from the shadows with our new Rogue and a huge thank you for all of your feedback! We’ll keep looking over this as our cart trundles down the Early Access road!
We’re back today with another update, with the cart packed full of fixes, tweaks and changes. What’s landing on 0.2.2 you ask (please ask)? I’m glad you asked!
We’ve fixed an issue where Fn of Knives could (incorrectly) display a 100% hit chance on a dead enemy
We’ve hammered around the rogue’s Nimble Pilferer skill to make sure it grants appropriate equipment after completing a Store node
We’ve made sure that the Rogue’s Shadow Presence displays the preview area correctly when selecting the skill
The Rogue’s Shadow Presence and Shadow Grab skills now have the appropriate sound effects (what’s the point unless you sound cool while doing it)
We’ve stopped repetition of the Throwing Knives ability from (incorrectly) counting as a separate trigger for enemy interruption skills
We’ve given enemies a talking to and they will no longer ignore characters who have 100% (or more) dodge
The Rogue’s Shadow Presence skill will no longer randomly trigger enemy interruption skills
Tweak - We’ve modified the difficulty of the Rogue’s second unlock quest, to properly reflect the narrative at that point
Tweak - The In shadow icon art has been upgraded
We’ve fixed an issue which would cause entities to be able to walk over other entities
We’ve fixed a softlock that could occur when Adventurers use Guidance on a Beast that is stunned and has no AP - which would previously prevent the character from cancelling the action or ending the turn
We’ve fixed an issue where Rune of Charisma would only apply to items which were already discounted instead of affecting ALL shop items
We’ve fixed an issue where stunning a character may not immediately cancel their interruption skill
We’ve played around with the Blighted Lands to make sure Puddles and Bones doesn’t always trigger the same outcome (and also made sure not to incorrectly show enemy health bars at weird times)
We’ve fixed a bug that showed the Skeleton Archer Armored enemy in RGB colours
We’ve told Brunn to count his feet, and now the Brawler’s Fast Feet passive skill for Rare and Epic level will use the correct Move Distance upgrade and not try to count his steps
We’ve fixed an issue where reducing Dogs’ threat would display the modifier as red rather than green, in the preview
We’ve fixed an issue where the Thread of Resilience was not working at all (don’t even ask)
We’ve fixed the Druid’s Beastmaster Mantle not showing the additional life points to pets within the Team screen
We’ve added a resource consumption preview when our Heroes are using their skills within combat and at the campfire
The Hunter’s Tame Dog campfire skill can now be used multiple times in a single run (we basically just added more dogs into the forest. It’s Dog Central now)
We’ve fixed a typo in the Hellhound’s Demon Link skill.
We’ve fixed an issue where completing the Defeat the Giant achievement would pop on Steam but not on the main menu challenge list
We’ve polished off the dialogue in the last area of the Priest’s quest
We’ve also modified the cinematics for the Rogue’s unlock quest in the Desert to better fit dialogue
We’ve updated the Dismiss Hero message on the Team screen - reflecting the ability to do this only if you have MORE than three Heroes (and we’ve also updated the confirmation popup when dismissing a Hero)
We’ve fixed an issue where some campfire skill descriptions and previews did not agree on values
We’ve fixed an issue where the Thread of Purity description stated that it reduced Blight received at night, when it actually grants a Blight resistance percentage
We’ve fixed an issue where the Dog would not be visible when taming a new companion at the campfire
We’ve fixed a but that caused a silly number of decimals to show up in skill descriptions
We’ve improved the Crystal Frenzy icon
We’ve fixed an issue which would cause visual oddities in the Bones of Death entities in the Desert
That’s all for the 0.2.2 update but we’ve got more coming your way in the near future, so keep your Rogues close, and your enemies closer.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Welcome back to the Rift, Adventurers. We’re celebrating Turn Based Thursday as Blightstone joins this latest Steam Fest with a fantastical 20% discount on our dark-fantasy turn-based strategy. Join the fest today to get a smooth discount, and get to grips with Major Update #2 in 0.2.0
Today’s Major Update brings a few new things today as we continue our Early Access journey to the Rift. In line with our all-new roadmap released on Friday, in addition to bug fixes and optimisations, we’ve got a fresh Hero for you today, as well as some other bits and pieces:
The Rogue Joins the Fight
We’re adding Steam Achievements!
20% off for a limited time with Turn Based Thursday
A bunch of fixes
A sprinkling of tweaks and optimisations
New to the Rift Today
Those who were with us earlier in the journey may recognise her - Luna the Rogue is joining our adventure today. Once unlocked through a quest line, Luna brings 15 rogue-like (don’t even) combat skills, three campfire skills and 13 new items.
Luna joins the party to provide Adventurers with high-mobility options, specialising in striking from the shadows and use of deadly poisons to strike down Korghul’s minions (and anybody else who happens to get in your way).
As she brings our adventuring party up to six heroes, we hope you’ll enjoy the different gameplay options the Rogue brings with her. As ever, your feedback is crucial for balancing this returning Hero as we move through Early Access - so please keep your thoughts coming.
We have also heard those of you who have been asking us for Steam Achievements, and we’ve added our first 20 Achievements to Blightstone with the 0.2.0 update. Importantly, this is NOT the final list, and we do plan on adding more along the journey (we’d love to know your ideas on what we could add here).
This initial set of Achievements aims to add some little targets to your Adventure, so get unlocking and let us know what you think as we move along our roadmap throughout the coming weeks and months.
The Usual Suspects
As well as new additions, we’ve also got a list of tweaks, fixes and optimisation in the form of our usual patch notes. As ever - our Mages are consistently thankful for all of you who’s taken the time to report bugs and glitches (as well as general feedback) within the official Blightstone Discord server - again please do keep that coming.
Here are the tweaks landing in the Rift today:
Mechanic Fixes
A fix for an issue which would prevent Karantos being damaged by spikes he charges into (which just seemed largely unfair)
Maximum movement penalty due to Poisoned status set to 50%
We’ve reduced the number of runs required to get a new Hero unlock quest (which is now just 1)
We’ve fixed a bug which could stop the second part of the Priest’s unlock quest appearing (we’ve sprinkled the map with holy water)
We’ve removed the Thread of Variety (and refunded Strands of Time for anybody who’d unlocked it)
Loading time fixes and optimisations (especially for Karantos and Kaelith)
We’ve fixed a bug that could cause a crash when Adventurers enter a node with the armored Skeleton Warrior enemy
Kaelith Tweaks and balancing - reduced damage increasing when a Hellhound dies, replaced with barrier and heal - and raised her maximum health
Visual tweaks and Fixes
A UI fix for Poison status which stated a 0.1% movement penalty instead of the correct 10% (that decimal point makes ALL the difference)
Added more enemy colour variations
We’ve fixed the Arcanist’s illustration effects appearing over the team screen (we know he’s a self-centred diva but that was a bit much)
Text colours have been changed to improve readability and accessibility of Status effects in popups
Hero objects within Xander’s Tower are now hidden until they are unlocked
Visual tweaks for the Blighted Giant
We’ve fixed a bug that caused markers to be hidden in Xander’s Tower for some characters
We Forge Onward! Ymlaen, Anturiaethwyr!
The journey continues. Beset on all sides by the horde of the Demon over lord Korghul, will our Heroes ever manage to destroy the Blightstone and save the world? Join us on our Adventure and find out.
On Friday we shared our all-new roadmap, and it’s an important step, so it’s worth mentioning it again.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Hey Adventurers! We wanted to get a message to you today, and say thank you to all of you for the incredible feedback you’ve given over the past weeks! When we launched Blightstone into Early Access, we knew it wouldn’t be perfect - but in honesty, we didn’t quite anticipate just how intense those first days would be.
Our early tests of the game (and thanks again to our Beta testing Adventurers) were quite positive, so launching into a “Mixed” review score within the first four days of Early Access hit us hard, especially with our small team here at UnfinishedPixel.
We saw a really high amount of potential Adventurers choosing to wishlist rather than jumping into Blightstone - with lower numbers actually taking the plunge. Our guess is that (understandably) these folks were waiting to see how we’d improve Blightstone through Early Access. But while we definitely understand that logic, emotionally, that one hurt.
But we’re so thankful for all of the feedback, reviews and constructive ideas which Adventurers brought to the party during our first weeks. That criticism - even the harsh stuff - forced us to take a step back and look at it as our Adventurers see it. Balancing issues, clarity problems, pacing, communication and the whole user experience. Things that looked good on paper but that didn’t feel right in your hands - which is the most important part.
So we’ve done the most important thing you can do for an Early Access game - listen, work with our Adventurers, and keep delivering updates that make Blightstone better. And then, of course, listening to your feedback about those improvements to make sure they are doing the job.
Today, we’re sitting at nearly 80% mostly positive overall, and with a Very Positive rating for more recent reviews - something we’re really proud of. These review scores affect a lot of things; whether somebody will look at Blightstone at all, whether they’d jump in instead of wishlisting. Most of all, the improvement we’ve seen has only been possible because our community of Adventurers decided that Blightstone was worth improving, rather than abandoning.
What’s coming for our Adventure?
Today we’re launching our all-new roadmap. This is based on the feedback that you’ve given since Blightstone launched. Whether that’s in Steam review, on Discord, social media or shouted into the Rift. We’re excited to share what’s coming up for Blightstone, and we hope you’re as excited as we are to get going!
So to everybody who has left a review - we wanted to send the biggest thank you to all of our Adventurers. Whether it’s a non-recommended piece of constructive feedback, or a recommendation that lets us know what we’re getting right. We can’t thank you enough for all the feedback already shared.
Blightstone is not the game that released on Day One - and while we’ve put a lot of work in, it’s better because of YOU. If you have a couple of minutes, we’d love to know what you think about Blightstone and the changes we’ve made since we launched.
If you can take a moment to leave an honest review for Blightstone on Steam, it helps our tiny team of Mages more than you could possibly know. We’re still hoping that we can tempt some of you back to give things a go, and see how we’ve answered your concerns.
Thank you so much for sticking with us and also pushing us to create a better game. And thank you to everyone who has taken the time to share their feedback and helped us improve!
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community:
https://steamcommunity.com/app/2832280/discussions/
Discord:
X (Twitter):
Tik Tok:
https://www.tiktok.com/@blightstonegame
Bluesky:
https://bsky.app/profile/blightstonegame.bsky.social
Insta:
https://www.instagram.com/blightstonegame/
Greetings once more, Adventurers! It’s another bright and beautiful (Blight and beautiful?) Monday here in the shadow of the Rift. Our Mages have spent all weekend tinkering and hammering (and at one point flat out fire-balling) our little dark-fantasy turn-based strategy into submission.
We’re back today with another load of fixes and tweaks for you as we add further supports to ensure the foundations of Blightstone are solid for… future things…
Here’s what’s landing in the Rift today - available for your adventures right now:
A fix for an issue that caused initial Gem Skills to be randomly reassigned (and potential crashing) when picking up the Thread of Agility
A fix for the Priest’s Sacred Bastion skill where players could obtain multiple standalone skill tiers
Deleting a save will now actually delete the save (revolutionary stuff, I know)
A fix for an issue that would cause the UI to NOT update after consuming a Deathward
Another fix for an issue in accuracy calculation (evaluating global obstacles and not just the ones which matter)
A fix for a bug that would cause repeated descriptions in the “Other” tab of the stats screen
Fixed a visual bloom error in Korghul’s pits (just switched him to powder deodorant)
Another fix, for an issue where the Brawler’s charge could be interrupted by a column due to mismatched collision
We’ve fixed an issue where increasing the Strength stat wasn’t properly affecting damage
Increased the contact distance for melee attacks
The Team screen is now accessible for every time you have to make a choice (grabbing items, picking skills and levelling up etc.)
We’ve fixed a bug / exploit (bugsploit?) which would allow you to sell potions after being used if you had the sell screen open in the store
We’ve fixed an issue which would stop the re-roll option directly following a fight
A fix for an issue where certain visual effect particles (like barrel explosions) would remain floating over holes instead of disappearing
We’ve fixed a visual issue in the preview that would show Quickstep as using 1AP
We’ve magic’ed up a fix where precipice visuals would appear incorrectly in the middle of certain scenes (there’s “living on the edge” but that’s a bit too much)
We’ve tweaked gold amounts on the choices selection (for some nodes)
The Druid’s Pets’ skills now no longer ends their turn - allowing them to use it more than once if they are near an enemy
We've fixes screen issues that could occur when exiting shops
We’ve fixed an issue where rarity tiers would not apply correct effects for the Link of Swiftness Gem
That’s all for 0.1.8 but we’re looking forward to bringing you more news soon as our Mages continue to beat Blightstone into submission. We can’t thank you enough for all of the feedback you’ve given, Adventurers. It is truly helping to shape Blightstone and the adventure would not be the same without you.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community:
https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Well met, Adventurers. Our Mages are back today with a wide-ranging update. As usual we’re bringing tweaks and fixes, as well as an overhaul of our Hero Stats functions, and some visual changes, as well.
Dive into the new version today and you’ll find the changes live now, including:
The Grand Stat Rework
We’ve reworked the Team screen to show all of your Hero’s stats (including modifiers you’ve picked up on the run)
Heroes now have a pool of EIGHT relevant choices when upgrading stats (out of twelve stat areas - with new stats including critical damage, range, block, dodge, healing, strength and follower damage)
Maximum health increments are calculated using percentages, rather than flat values
Threat rework - Threat now directly shows the additional probability of an enemy targeting the character (also shown on the item and skill values where relevant)
Accuracy and Chance rework - This should now more accurately represent the difficulty in hitting smaller targets, as well as entities which are in cover
Static items are now easier to hit, and come with their own modifier to represent this (after all, it’s harder to hit a moving target, right?)
Fixes and Tweaks
We’ve fixed save-data corruption risks in various areas (we basically just got Armand to heal blight on your computer. You’re welcome)
We’ve fixed a bug that would not allow you to re-roll options when selecting equipment after a battle
We’ve also fixed an exploit that could lower item cost to 0% if you had enough accumulated reduction
We’ve stopped Xander’s Time Freeze ability from affecting ALL entities - rather pointless if you can’t move, we expect?
Bandages are now available to select in Inventory and within the Skills tab
We’ve updated all quick step variants (runes, skills, items) to always have a consistent distance of 1.5 meters
Immobilise now has a cooldown to avoid it hitting multiple times in a turn (it also now no longer ends the turn)
Visual Fixes and Changes
We’ve fixed visuals on 16:10 screens
We’ve also added a little Dark Event risk tooltip for added clarity
We’ve added visual effects and animations for Miss and Dodge
We’ve fixed a number of 3D scene objects (like Blighted Lands Craters)which would previously appear over tracing, trigger visuals and preview UI
We’ve also fixed visual glitches in the blighted Merchant node
We’re now stopped Vignetting image effect from rendering over the UI
We’ve also unified icon and font sizes within the resource bar
We’ve increased text size in map info pop-ups to get improved readability
We’ve increased colour variety when more than one character version is present on a node
Blighted Lands are now brighter at night to help Adventurers see things a little easier
We’ve fixed texture errors around hole areas
We hope these changes help your adventure and in the meantime, please keep the feedback coming. Our Mages are working hard to hammer Blightstone into shape, using the anvil of YOUR opinions to make it great (and other fantasy like blacksmithing references)
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community:
https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta:
https://www.instagram.com/blightstonegame/
Well met by moonlight, dearest Adventurers! We’re back and following on from the Blighted Horizons update, we’re continuing with more fixes and improvements. Another big thank you to all of our Adventurers for the feedback you’ve given to support our journey.
Here’s what you can find in today’s Blightstone 0.1.1 Patch!
A fix for an issue where Korghul’s hole attack preview would not display correctly
A fix for a bug which would allow Adventurers to obtain two items if you clicked REALLY fast (naughty Adventurers)
A fix for an issue which could freeze the game if a Druid’s pet died while under Guidance
We’ve fixed an issue that would allow some Campfire events to take away Strands of Time or Earthglass Pieces
Fixed an issue which would let you walk all over the rock in the Druid’s clearing (we’ve since given Dwayne some confidence boosting lessons)
Another fix where a house interior could be hollow, and did not provide correct collision mechanics (so entities could just stay there forever - similar fixes were made in other areas such as spikes in Kaelith’s nodes)
A fix for an issue which would cause the Bark Distraction skill description to display Blinded without updating after the skill was upgraded
Fixed an issue where the female shop keeper could not turn right and the male shop keeper could not turn left (he’s not an ambi-turner, but he IS sure there’s more to life than being really, really, ridiculously good looking)
Fixed the dark event bar frame from appearing over the Team screen
We’ve improved Earthglass Crystal visuals for normal and emissive textures
We've fixed cut particles on Mad Villager(s)
We’ve fixed the draw order on the Arcanist illustration when selecting new skills.
We’ve now added fire effect particles to candle assets
We’ve improved Sensor Turret cone effect visuals
We’ve got a fix for explosion visual decals hiding traces
Improved textures for tiny holes in the Blighted Lands
Improved trace visuals so they are correctly positioned at the final impact point or hit location.
Fixed an issue where spawned objects were not detected by Boar interrupting skills and similar abilities (e.g. hunter’s trap)
Fixed an issue where the Dypskar Berserker did not correctly orient its trace or trace targets
Fixed an issue where traced targets could remain marked even after the caster was killed
Fixed an issue where a trace was still calculated when grabbing an entity which would cancel its skill
Improved trace visuals so they are correctly positioned at the final impact point or hit location.
That’s all for today but hopefully it helps ease your journey!!
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Greetings, Adventurers! We’ve got a whole heap of changes landing in the Rift today, including some which we know will be welcomed by a lot of you (I’m talking to you, “click to skip the intro”)
You’ll find update 0.1.0 live NOW, with a huge number of changes, fixes and tweaks to the world of Blightstone. Jump in now and discover…
We’ve reduced throw damage - limiting damage that the largest entities (like karantos or the Giant) can do
Intro scenes can be skipped with a single click rather than having to hold down (any time from the UnfinishedPixel logo!)
We’ve added Bandages - lootable in combat and bought at store - which can heal 3 to a Hero or allied follower
We’ve removed “ends turn” from all ally skills so Adventurers don’t accidentally lose AP
The Earthglass Crystal HP has been slightly raised
Crystal Frenzy affected enemies now have a blue visual effect to help you see them easier
The Hunter’s Tame Dog campfire skill has been set to one AP
We’ve added Save Slots - selectable at the main Menu
We’ve increased Korghul’s life (we can’t have you defeating him THAT easily)
Korghul now summons two demons (one major, one minor) every turn - with increased summoning range
Xander’s Teleport ability no longer adds Hastened (but the teleported entity can be moved anywhere - including holes)
Xander’s Temporal Distortion and Time Split skill damage has been reduced
But to keep balance in all things, his Time Freeze skill range has been increased
We’ve also fixed a bug where Korghul’s Crack (stop sniggering at the back) skill wouldn’t work with pathfinding - so enemies will no longer fall into his crack (stop it) on their own
We’ve increased the length of the Blighted Lands map - now with added paths!
We’ve also added three Special Nodes to the Blighted Lands
There is also now a store at the end of the Blighted Lands (that’s a brave store owner!) so Adventurers can spend your gold
We’ve improved visuals here
We’ve also added a Dismiss Hero button, enabled when you have more than three Heroes
We’ve added the Use Bandage button to the Team screen - using the new Bandages item to give you the opportunity to heal outside battles and camping
The Team screen is now accessible from stores and the campfire
We’ve improved enemy tracing visuals to ensure they are easily visible (and look cooler) - for attacks such as boar charges, explosions, Tunnel Driller entrances etc.
We’ve added a further mark to entities within the relevant area, so you can easily see who will be affected by the coming attack
Traces for skills with move now show the exact trajectory of the entity that will perform the action
We’ve fixed the description for Barrier which was misleading
We’ve added Change Fate and Death Ward uses within the UI
We’ve improved the Dark Event bar appearance to make it clever how much danger you are actually in
We’ve fixed Sand Wurm enemies causing a soft lock after attacking twice in a row in the same place
We’ve fixed a memory leak when changing equipment
We’ve fixed the Priest’s Lightfoot Aura skill - which now adds move and damage percentage to all the party for the first turn
We’ve fixed an issue where hovering over a targeted entity would cause visuals to flicker
Rune of Speed tweaked to 30%
Rune of Impact tweaked to +20% Critical Chance
Main Menu buttons collider size adjusted
Karantos balancing (increasing life and reducing damage)
Rune of Harmful Motion tweaked - now deals one damage and only affects Heroes’ quicksteps
Priest Purifying Presence tweaked to only affect allies, and now the Priest
That’s all we’ve got for you today, but it’s a cart load of tweaks, balances, fixes and additions which we hope helps. We’ve been working against feedback left by Adventurers, and can’t thank you enough for letting us know that you think - it helps us to target these changes to the things which are important to you.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Greetings Adventurers! We see the eagle-eyed among you have already spied a little patch heading your way with 0.0.7 landing today! Apologies for the delay on the patch notes but (speaking frankly) I was in the tavern and didn’t really feel like leaving.
We’ve got yet more tweaks and changes on this fine Wednesday, and in 0.0.7 Adventurers will be delighted to find:
A fix for a bug that would cause heroes with one health point to appear as LEGALLY DEAD when starting combat or camping
A fix for the Dwarf Tunnel Driller’s “Drill In” skill, which leaves gaping holes which (before today) Heroes and enemies would not correctly manoeuvre around
We’ve fixed an issue where damage from Barkskin thorns and bleeding effects could be applied to a nearby ally instead of the intended enemy
Another fix! (who would have guessed) This time for an issue where using Dog Bark on a burning target would apply the Burning status to the dog (whoops)
A fix for a bit in the Korghul boss fight which could cause the enemy turn to freeze in very very VERY specific circumstances*
We’ve fixed a bug which would stop you buying services in stores
A fix for a crash caused by using the Druid’s guidance skill on a dog and then activating the dog’s Guard ability (it’s all getting very specific today isn’t it)
We’ve fixed a bug that could cause you to incorrectly set all entities as targets is you use Epic-tier Speak With Animals and Guidance
We’ve fixed an issue that would cause Korghul’s armour to show incorrectly at the start of battle
We’ve started to award more Strands of Time for defeating Kaelith and Karantos
We’ve also started to award Strands of Time for defeating Korghul
The Druid can be unlocked on the first tun (with reduction on quest node difficulty)
That’s all we’ve got for you today. We hope that these fixes and balances help with your Blightstone journey, but please DO keep the feedback coming - especially if you can deliver within the Discord where the development team are listening to your every word like I should be listening to that tale-teller in the tavern.
Right. That’s it. I’m going back to the tavern.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
* This could happen to Adventurers on the very rare occasion that an entity died in a holed zone, created by Korghul, while this was dying, by a Hero or entity that was using a multi-turn skill… Try saying that three times fast.
Dearest Adventurers! Some great news today as, amid bug fixes, tweaks, changes, tinkering and hammering with the Blightstone cart - we are also giving you difficulty options!
Bow to the additional challenge, or give yourself a break. Adventurers can now tweak the difficulty in a way that suits you. We had feedback from you all that Blightstone was too difficult while at the same time also being too easy! Hopefully this shall help both of these categories, but your feedback is still vital!
Here’s what’s hitting the beaten track in today’s cart-load of patch notes:
All-new Difficulty Options - Adventurers can now select Easy, Normal (as previous) and Hard difficulty levels. Easy reduces incoming damage while hard increases it, AND adds on extra Blight while camping for a spicy little challenge. Normal and Hard modes will give increased Strands of Time to make up for a harder run.
Instant Transmission - After finishing a run (including the Prologue) Adventurers will now transition DIRECTLY to Xander’s tower instead of returning to the main menu
In addition to those new elements, we’ve got another load of fixes, tweaks and more which are live right now, including:
Fixed FPS limiters which were being ignored by select resolution options
A fix for freezing which could happen after defeating a boss if certain skill triggers were active
A memory-leak fix where characters or equipment were changed
A fix for turrets not correctly receiving Burning status
Sand Wurms will now NOT move through other characters (I feel these Wurms are the bane of my existence. Send help)
Fixed a bug where some wood source objects would be selectable outside of the playable area and cause strange interactions when used as wood sources
We’ve also fixed an issue where some wood sources would appear inside other wood sources, making skills like the Druid’s Splinter Burst hard to use properly.
Fixed a bug where some fallen ladders would not work properly as a wood source for the druid's Splinter Burst skill (lots changing on Splinter Burst today!)
A fix for an issue where armour incorrectly reduced damage taken from certain status effects
We’ve fixed an issue where the Druid’s Speak With Animals still would not apply to the Raging Bear enemy (in fairness, raging bears rarely listen to me, either)
We’ve fixed an issue where corpses could remain floating if an entity died while falling into a chasm
Fixed positions for explosive fruits in Blighted Lands nodes to they are actually usable
Purifying Presence now does NOT trigger at the campfire (this was originally intended to be combat only)
Fixed our Heroes’ spawn position at the store mountain node so they come from one of the mountain paths instead of the precipice
Improved performance when buying items in stores
A new “normal” texture map
A new “emissive” texture map and 3D shadowing to Dpyskar
Fixed a typo in the Priest’s Holy Book item description
Changed the Description for the Druid’s Splinter Burst which was unclear about wood resource usage
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Greetings from the Rift, Adventurers! I’m stuck here amid Karantos’ evil minions but I am STILL getting news to you (via some magical means, don’t ask. I’m too deep into this now) of our new update - Version 0.0.5!
Our Mages have been working their staffs off to bring you more bug fixes, crash fixes, tweaks and more, and here’s what you can find in today’s update:
A fix for a bug that would crash the game if you got map information for an unreachable node
A fix for an issue that would stop the Rune of Complete Revival from working properly
Another fix for an issue where grabbing a Demonic Watcher and hitting it could cause the enemy to teleport away while ALSO still being considered “grabbed”
A fix for an issue which was stopping Adventurers from using the Quick step function properly
A fix for a bug that means using the Druid’s Barkskin on a pile of bones could case the world to freeze
A fix for a buggette which gave an additional initial Change Fate from the Thread of Fate
Another Change Fate fix to make sure it still shows after charges are used
Tweaks to ensure that Thread of Rare Skills and Thread of Epic Skills descriptions showed the correct probability increase per level
Fixed a bug which would always show the “Run Completed” message at the end run screen (only a problem if you weren’t completing your runs!)
Fixed an issue with the Priest’s passive barrier gain nor applying properly (just a little bit TOO passive)
A fix for an issue where accuracy reduction previews weren’t displaying correctly if an entity was Blinded
Fixed an issue where dead heroes could still have dialogue after the battle (contrary to popular belief there is no Necromancer)
Another bug fix, to ensure correct damage highlights in previews
A fix to ensure in-game resolution is correct if monitor resolution is changed while windowed
A fix for an issue that would cause combat to consume increasing amounts of memory (oops)
A tweak for the (now correct) pivot position of the Hypskar Turret
A tweak for the skill title position in combat reward pop-ups
New visual holes for waterfalls in the Magic Mushrooms mountain scene (and new tree grass visuals, too)
A change for the textures for tents in the Blighted Lands biome
Improved UI resources, status and damage type icons
Improved quality for store services icons
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Welcome back to the campfire, Adventurers! We’re back today with another update, and we hope it’ll take out some of the bugbears you’ve been facing with Blightstone in the week since we’ve launched!
This is our third patch for our dark-fantasy turn-based strategy, and it’s been powered by Adventurers just like YOU! We can’t thank you all enough for your support, reviews, constructive feedback and passion!
In Update 0.0.4 we’re bringing you:
Alterations to the Save Data to avoid folder access issues
Fixes for another issue which could cause corrupted save data
Another fix for a bug where Druids with Confused status could use the Speak With Animals skill on a beast which had no AP (leaving the game stuck!)
A fix for game crashes while entering a map node (especially during Kaelith encounters)
A fix for an issue that could cause freezing after Sand Wurm attack (after all, they’re Sand Wurms, not Ice Wurms)
A fix for map information appearing on unreachable paths (why would that even be an option?!)
Another map-related fix - where the map information given by thread of Foresight might be lost if you closed the game while on the first node
Another fix for a map-related issue (we’ve essentially hired a cartographer) which would allow multiple map information popups in the same location
Improvements for particle efficiency in the Mountain node of the Priest quest - which will avoid crashes in this area
Optimised particles in the campfire desert scene to make things run much smoother
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Well met once more, Adventurers! We have a new patch hitting the Rift today, with some fixes, tweaks and a good telling off for the Sand Worms! Our Mages have been hard at work still behind the scenes as we move into the weekend, and your feedback has been instrumental in letting us know what needs to have a few spells thrown at it.
Here’s what you’ll find in Version 0.0.3 - Available NOW!
A fix for a bug which would cause a crash if you targeted a pond with lightning damage (what other use is a pond if not for lightning damage?!)
Fixed an issue where Sand Wurms could grab ALL Heroes - meaning there was no way of getting free (they must now leave at least two Heroes free - just in the spirit of fairness)
We’ve fixed the Thread of Purity not correctly countering the Blight obtained while camping
We’ve also fixed Sand Wurms to stop them moving inside each other (stop laughing there at the back) to grab players
Another bug fix where invisible buttons would appear out of place (don’t ask) in the store
We’ve fixed an exploit (naughty Adventurers) which could allow players to get two items while finding treasure
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Adventurers heed the call! We’re back again with more bug fixes, optimisations and improvements - and you should find this available NOW as we drop our Day Two patch, v0.0.2.
We’ve got a number of changes incoming, based on bugs and feedback provided by our intrepid Adventurers. We can’t thank you enough for your efforts in playing, reporting and helping us to ensure that Blightstone is the best it can be. Please keep the feedback, reviews and bug reports coming, and our Mages will continue to tinker and improve our world as fast as magically possible.
A few things are changing today, including:
A fix for crashing which could occur when enemies used push skills on unmovable entities (like Aeryn’s Wall of thorns)
A fix for a bug that would prevent new unlocked gems from appearing during runs
A fix for a bug that allowed the party to have multiple instances of the same crystal skill (we’ve heard of multi-tasking but come on)
A change that pulls the Druid quest unlock forward by one run - making her a little easier to access and reducing grind
A fix for keyboard command Alt+Enter, to stop this setting incorrect resolution for some users
A fix for a bug that could prevent Thread of Foresight from giving map information at the start of a new map (what's the point in having it, right?)
A fix for a bug that would prevent Thread of Wealth from giving gold when starting a new map
A fix for a memory leak in preview mode which would increasingly slow (and ultimately stall) the adventure
An update for the Group QQ link
That’s all for the adventure today, folks. Don’t forget to join us on Discord, social media and the steam community (links below) to keep up to date with Blightstone, and deliver the same outstanding feedback.
Of course, we love hearing when we’re getting things right - it’s only correct that a Mage needs their ego stroked. But we wanted to also let you know how much we appreciate the constructive feedback you’ve been giving. Especially in Early Access, this is critical for us to improve the game, and make Blightstone an adventure which you can love as much as we do.
Thank you again, Adventurers. From the Mages at Unfinished Pixel.
Steam Community: https://steamcommunity.com/app/2832280/discussions/
Discord: https://discord.gg/EEJmnthsqf
X (Twitter): https://x.com/blightstonegame
Tik Tok: https://www.tiktok.com/@blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Insta: https://www.instagram.com/blightstonegame/
Well met, Adventurers! We’re pleased to say that we’ve been making progress on a few notable issues that have been affecting your journey to the Rift! The biggest of thank yous to all Adventurers who have been taking time to drop feedback, whether that is within Steam reviews, community posts, social media or within the Official Discord.
Your feedback has been and will continue to be essential to our Early Access adventure. While you still can’t pet the dog (sorry not sorry) there are a number of fixes which we have deployed today in Patch \:
Fixed an issue that would cause crashing or blockers where the user’s system language was not set to English or Chinese (we basically gave Brunn some language scrolls and told him to get learning)
We’ve lowered Continuum Forge costs to allow faster upgrades and less grinding
Fixed an issue that could cause crashes when using the Dog Bark skill
Fixed a memory leak (slowing the game to the point of being unplayable) caused by materials not being destroyed properly
Fixed another memory leak (with similar effect) caused by remaining in action previews with no input for an extended period
Fixed an issue which would cause the Static Surge or Swift skills to incorrectly consume AP
Fixed an issue where taunting Kaelith would cause her to skip her turn (and we’re not sorry)
Also updated the Resilient status to grant immunity against taunting (they can resist anything… apart from harsh words)
Fixed an issue where the Protective Motion rune was not functioning properly
Fixed an issue where entering a boss fight could display incorrect health values
Fixed an issue where blood effects would incorrectly show over other visuals (sometimes the bleeding is internal, you know?)
A huge thank you once more to the adventurers joining our ranks for our Early Access adventure. We can’t thank you enough for your time, effort and passion, and we’ll be back with you with another update very soon!
Thank you, from the Mages at Unfinished Pixel.
It’s time to join the fight, Adventurers. Blightstone is out NOW, and we’re calling on all of you to join our heroes, destroy the Blightstone and save the world.
Journey into a dark-fantasy turn-based strategy, with unique heroes, roguelike progression, devastating abilities and a varied cast of enemies both of this world and of the next!
Discover unique adventurers, each with their own skills. Take on the enemy with the might of the Brawler. Strategise and attack from a distance with the Hunter. MAster the mystical arts with the Arcanist, and use the forces of nature as the Druid.
Each hero comes with their own abilities, but the party is at its most powerful when you think strategically and use them together. Block pathways with the Hunter’s traps or the Druid’s tangled vines. Force enemies together with the Arcanist’s telekinesis and pool-shot them with the Brawler’s charge.
Your party must come together if we are to stand any chance of destroying the Blightstone.
Each hero and enemy has complete freedom on the battlefield. Our adventure uses gridless strategy which allows our party to think tactically to take the fight to the forces of evil.
Take or break cover, round corners and push enemies together - a gridless system means freedom to make your own decisions, in battles where your placement is important.
It’s not just enemies you’ll have to contend with. Varying weather effects mean your strategies will have to flex as you navigate the path to the rift.
It’s not all sunshine, Adventurers. You’ll encounter fog, rain, high winds and other effects which will have an impact on how you perform on the battlefield. From obscured enemy information to enhanced electric effects and even impact on your heroes accuracy - paying attention to the weather is as important as choosing the right skills as part of your strategy.
Every good fantasy needs a little magic, right? When your heroes finally fall (and they WILL fall), Xander will bring you back for another run at the Rift. Use Threads of Fate to upgrade your party, skills and abilities and unlock further meta progression to make sure you can fight back harder, faster and stronger next time.
Our journey begins in Early Access, which means that our Adventurers are more important to us than ever before! Our adventure is based on your experience, and being part of our journey means having an impact on how our story unfolds. Find us on X (Twitter), Bluesky and Tik Tok to join the conversation, meet fellow Adventurers, and discover new powers and strategies.
Buy NOW on Steam:
X (Twitter): https://x.com/blightstonegame
Bluesky: https://bsky.app/profile/blightstonegame.bsky.social
Live gameplay: Blightstone enters Early Access on January 20, with a live broadcast starting at the same time.
Join us live as we step onto the battlefield and begin this new adventure together. Want to fight alongside other adventurers? Join our official Discord via the link on our steam page to connect with the community, share feedback, and witness the birth of this world together!
Adventurers! With your help, Blightstone has crushed yet another milestone on our journey to release! Thanks to you, dear Adventurers, we’ve passed the 50,000 wishlist milestone!
To celebrate, we’ve got a little peak at the upcoming Heroic-level skills which we’ll be adding to Blightstone. Built to pack a punch in the flashiest of manners (a wizard wouldn’t have it any other way) Heroic skills deliver an upgraded strategic option, to let our Heroes unleash their battlefield skills in full glory.
Blightstone continues to march towards our Early Access launch in January. While we await this new milestone, find our demo and wishlist Blightstone NOW on Steam, and don’t forget to join the Official Blightstone Discord to keep up with news and chat with other Adventurers!
Hail Adventurers! Our Mages are hard at work crafting the expansive world of Blightstone, and we’re nearly ready for you to drop in. You can join the fight against the Blight from January 20th 2026!
We’ve been busy moulding our world, Heroes, enemies, skills and environments, and it’s almost ready for you. It’s been almost inspiring to see so many Adventurers joining the cause, and your feedback has been instrumental in carving out the core of our adventure.
If you can’t wait until January 20th, even better news is that our Blightstone Demo is still live on Steam, so you can drop in right away to experience our dark-fantasy, turn-based strategy yourselves!
We can’t wait for you to drop into Blightstone in 2026, and our development Mages are counting on Adventurers to keep the feedback coming. Adventurers’ suggestions have been so important in the work we have completed so far - and it’s going to be even more important throughout Early Access.
Don’t forget to follow Blightstone to keep up with Dev news, new updates and features, and your own stories. Follow, Wishlist and find our official news:
Discord | X (Twitter) | Bluesky | YouTube
Hail, Adventurers! It’s been a while since our Mages last sent word to you all (blame the so called “postal office” here in the world of Blightstone. It’s basically “pass a letter to somebody going in that direction and then hope”). We wanted to let you know what’s been going on behind this blighted curtain, and the changes we’ve been making to our demo.
The Mages here at UnfinishedPixel have been crafting various potions here in the development cabin, aiming to bring a cart full of fixes, tweaks and (of course) additions. These will all be making their way to the main release concoction as well, but importantly, they are available right now in the Blightstone demo.
We wanted to send a huge thank you for all of the support, feedback and general love for Blightstone which you adventurers have shown so far. Don’t forget, you can keep up with us in a few places, as we start to bring you regular updates and a peek behind our blighted curtain, as well.
So, what’s new? Let’s have a look through the crystal ball, at what our Mages have been up to.
The Continuum Forge – a new meta-progression system for Adventurers to secure permanent upgrades. You can decide where to spend resources, save for unlocks that suit your play style or take a risk by choosing something our of your comfort zone
A tweaked end-run screen – giving clearer detail on progression and rewards, as well as some mighty visual upgrades
Combat Rewards – with more improved visuals and clearer detail on what players are receiving as well as more visual tweaks
Added a new Boss, \ – not for the demo just yet… you’ll have to wait a little longer
Crystal Restoration Skills – at the campfire, Adventurers are now able to heal the Earthglass Crystal (added following player feedback)
Reworked lighting within all scenes as well as character lighting shaders
Upgraded cinematics, with fresher, clearer detail
Additional animations to provide better variety
Improved death animations for larger enemies
Improved dialogue options, including additional (improved) localisation
Improved visuals where entities fall into holes or off precipices
We have added scroll function to dialogues that may have additional options (inventory, store, Continuum Forge, etc.)
Fixed a crash that would occur if players quit without completing a node
Fixed a crash occurring when players spawned an arcade barrier over “spiked” zones
A lot of minor visual error fixes have been deployed (vignette effects, glitches, textures, number legibility, incorrect icon popups, driller holes and more)
Blighted land spikes now damage and cause bleeding when hit
Team formation orientation changed for a better view
Many minor bug fixes (healing aura skills, enemies spawning inside heroes, incorrect skills appearing, map errors, party selection, death animation etc.)
Increased difficulty for progression
Reduced skill choices
Herb use for Druid campfire Healing skill now uses two herbs
Tweaked the distance for Brawlers’ Fast Feet passive skill
Tweaked Korghul’s life and skills.
Well, there we have it, Adventurers! We’ve got more on the way, and we hope that we can continue to count on your support as Blightstone moves towards launch! We’ll have more to tell you in the coming weeks, and you’ll find us in the Official Discord, over on the Steam Community, on X (Twitter), Tik Tok (because we’re COOL Mages) and Bluesky.
Jump into the Demo and Wishlist Blightstone now – and get ready for the dark-fantasy turn-based strategy that you’ve been dreaming of.
💀 Welcome to the Blightstone demo showcase! Blightstone is a dark fantasy tactical roguelite, where you'll lead a desperate band of adventurers to destroy the source of corruption.
🧭 Gridless movement.
🌧️ Dynamic environments and weather.
⚔️ Brutal combat and permanent death. As part of Turn-Based Fest, we’re excited to share an extended look at the demo. Feel free to wishlist the game and try it out yourself!
▶️ This is a looped broadcast of pre-recorded gameplay. Demo available now on our Steam page!
💀 Welcome to the Blightstone demo showcase! Blightstone is a dark fantasy tactical roguelite, where you'll lead a desperate band of adventurers to destroy the source of corruption.
🧭 Gridless movement.
🌧️ Dynamic environments and weather.
⚔️ Brutal combat and permanent death. As part of Turn-Based Fest, we’re excited to share an extended look at the demo. Feel free to wishlist the game and try it out yourself!
▶️ This is a looped broadcast of pre-recorded gameplay. Demo available now on our Steam page!
💀 Welcome to the Blightstone demo showcase!
Blightstone is a dark fantasy tactical roguelite, where you'll lead a desperate band of adventurers to destroy the source of corruption.
🧭 Gridless movement. 🌧️ Dynamic environments and weather. ⚔️ Brutal combat and permanent death.
As part of Turn-Based Fest, we’re excited to share an extended look at the demo. Feel free to wishlist the game and try it out yourself!
▶️ This is a looped broadcast of pre-recorded gameplay. Demo available now on our Steam page!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Blightstone, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Blightstone statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.