Greetings Lunar Knights!
A new patch has come to Bloodmoon Survivors Demo. In this patch I've finally added 2 new languages to the game. It now supports Simplified Chinese and Portuguese (Brazil).

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Greetings Lunar Knights!
A new patch has come to Bloodmoon Survivors Demo. In this patch I've finally added 2 new languages to the game. It now supports Simplified Chinese and Portuguese (Brazil).
Friday 04/17 - Monday 04/20 9am ET
The open playtest weekend is here! Hop in to check out the full game for 72 hours. If you enjoy the playtest, consider wish listing the game and be notified about news or future playtests.
Join the discord to give join the discussion and give feedback!
https://discord.com/invite/xZxWmcxP8K
Hope to see you there!
Greetings Lunar Knights!
A new patch has come to Bloodmoon Survivors Demo. The artwork for successfully performing an active weapon swap has been improved, and I've fixed several performance issues with regards to the game saving at a less than ideal time which caused slow down in the game play.
Greetings Lunar Knights!
A new patch has come to Bloodmoon Survivors Demo. There are plenty of new performance/tuning fixes along with new achievements to unlock for each level.
Performance: Improved loading times of start screen and transitioning between levels
Improvement: Fixed ultrawide 3440x1440 to work with full screen by resizing to the correct resolution and letterboxing
Improvement: Added the ability to navigate the boss chest menu with double click/WASD/SpaceBar
Improvement: Heavily reduced the particle effects emitted by enemy attacks to increase visual readability
Improvement: Increased the size of Moonshard Quest objective icons to be more visible
Improvement: Added 15 new achievements for completing quest chains on each level
Bug: Fixed a bug where pressing space bar just as you’re level up causes the screen to soft lock on the level up screen
Bug: Fixed reroll button to be disabled if you don’t have any rerolls left
Bug: Fixed upgrade button to be disabled if you don’t have any powerup upgrades left
Bug: Fixed a bug where killing 1 boss after double boss shrine automatically clears the level and ends the round.
Bug: Fixed a bug where the plague knight shoots his skull bullets upside down
Bug: Fixed a bug where enemies spawned on the death of other enemies could sometimes resist knockback
Bug: Fixed a bug with the sorting order of the burn status where it gets hidden by enemy sprite so it’s hard to see that they’re on fire
Bug: Fixed a bug where the fire effects shown on the dual wield bars remain active when switching to pause or end game screens
Tuning: Increased poison and burn damage build up time on player from 1.25 > 3 seconds (can stand in poison and fire for longer before you take damage)
Tuning: Standardized size of objective and quest circles
Tuning: Reduced time required standing in circle to activate objectives
Tuning: Updated White Hole Evolution to damage enemies and shoot them out as projectiles on kill
Greetings Lunar Knights,
This week, I've made several fixes to the game's Powerups, Performance, UI and visual clarity. All of these fixes are now available in the demo version of the game.
Performance: Fixed a bug with the final boss of every level causing a massive performance spike when summoned.
Improvement: Options menu: Added Master Volume Slider
Improvement: Added the ability to double click on powerups to select them with mouse
Improvement: Added ability to press space bar to select a powerup
Improvement: Added ability to navigate powerup UI menu with WASD
Bug: Fixed a bug where the the soldier being rescued would be missing text when he fought for the player
Visual: Offset the spawn location of Glacier Evolution to not spawn on top of the character sprite
Visual: Offset the spawn location of Snowball Evolution to not spawn on top of the character sprite
Tuning: Ghost Archer:
Removed projectile size increase and replaced with extra projectiles fired.
Updated the arrow sprite
Tuning: Stalwart/Siege:
Shortened charge time from 30 > 15
Stalwart/Siege now reports a % amount increase so player can see the effects in player stats
Stalwart/Siege: if the player has been using one powerup and then acquired the other, it will auto-increase its power to the current slider level
Tuning: Mark For Death / Prime Target:
Increase on hit bonus damage from status effects: from 25% to 50%
Increase the radius of abilities
Tuning: Fixed objective markers to switch to pointing to objects instead of their direction only when items are fully visible on screen so you don’t lose track of them.
Tuning: Blood Donor / Flesh Siphon
Blood Donor / Flesh Siphon now reports a % amount increase so player can see the effects in player stats
I reduced the starting kills required to upgrade damage from 50 > 40
I swapped the 2nd and 3rd upgrades to lower the kills required earlier in the upgrade tree
Greetings Lunar Knights,
This week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version. Hopefully these make for a smoother experience and improve the combat.
Improved the UI for arrow pointers on Level up screen and Boss Chest
Added borders to powerups that show their rarity by color
Fixed a bug with Prime target / Mark for death / Absorb / Deflect where they would not trigger during dual wield
Fixed a bug with the UI where the Evolve text was a clickable part of the powerup button, which make it go into an infinite loop of selecting and deselecting the button
Fixed a bug where the player stats increase in size too much when highlighted
Tuned: Permafrost to trigger at higher swings count
Tuned: Poison flask to have a higher explosion radius 3 > 4 from the start
Increased Innerverter range from 14 to 16
Grayed out text for locked bravery levels to better show it’s unavailable to pick
Tuning: Increased the size of bullet wall
Grim Reaper: Changed the color of its particle effects and removed its lighting
Bug: Changed the Blood Donor and Flesh Siphon success sounds to not resemble the player level up sound
Vampirism Tree: Reworded upgrades to better explain new abilities
Tuning: Split shot made all shots shoot from the front with varying spread patterns
Bug: Soldier quest, fixed a bug where the soldier indefinitely follows the player without fighting
Bug: Stalwart/Siege Fixed a bug where the powerups were activating their opposites instead of the one you selected
Improvement: Level select screen, I changed the text “Victories” to “Difficulties Cleared”
Miasma Evolution
Made it spawn further from the player so it doesn't hide the player sprite
Put the sorting under the player
Poison Bomb Evolution:
Made it spawn further from the player so it doesn't hide the player sprite
Make it so the player sprite sorts on top of Poison Bomb
Big Man Boomerang Evolution:
Set the spawn distance further from the player so it doesn’t hide the player sprite
Make it so the player sprite sorts on top of Big man boomerang
Reaper Evolution:
Make it so the player sprite sorts on top of Reaper
Blade storm Evolution:
Now spawns randomly but away from player’s location, not on the player
Make it so the player sprite sorts on top of blade storm
Hollow Points:
Make it so the player sprite sorts on top of Hollow Points
Set the spawn distance further from the player so it doesn’t hide the player sprite
Reduced particle effects
Vortex Arrow:
Make it so the player sprite sorts on top of Vortex Arrow
Set the spawn distance further from the player so it doesn’t hide the player sprite
Orbital Cannon Evolution:
Make it so the player sprite sorts on top of Vortex Arrow
Set the spawn distance further from the player so it doesn’t hide the player sprite
Reduced particle effects
Friday 02/13 12pm ET - Monday 02/16 9am ET
The open playtest weekend is here! Hop in to check out the full game for 72 hours. If you enjoy the playtest, consider wish listing the game and be notified about news or future playtests.
Join the discord to give join the discussion and give feedback!
Hope to see you there!
Greetings Lunar Knights,
I'm excited to announce an upcoming limited-time playtest for Bloodmoon Survivors!
Starting this Friday at 12pm et, you’ll be able to play the full access version for the entire weekend. This build is close to final quality, and I'm excited eager to get feedback for the final development stretch.
Simply request access to the Bloodmoon Survivors Playtest, and you'll get notified when you can download the playtest build of the game.
Starts: Friday 02/13 12pm ET
Ends: Monday 02/16 9am ET
Join the discord to post feedback! https://discord.com/invite/xZxWmcxP8K
If you enjoy the playtest, consider wish listing the game and be notified about news or future playtests.
Playtest opens This Friday — hope to see you there!
Thanks for your support!
I've created a Presskit for Bloodmoon Survivors. Feel free to use any trailers, logos, or capsule artwork for content creation.
https://drive.google.com/drive/folders/1GNOlk5nwE-YFN-lRviJjC4maM2ExCRm-?usp=drive_link
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo.
Major Bug: Fixed recurring bug with Silas where if you dash and pick up money, exp, or ore before reaching the wall, you would go through the wall
Visual: Moved spawn point of Permafrost further away from player sprite
Visual: Removed death particle effects from all enemies to improve visibility
Visual: Removed particles effects from exp, money, ore collected to improve visiblility
Visual: Removed the circle from the reward chest as it mislead player into remaining inside the circle
Text Update: Removed the text box CHARGE from your ally when in on summon
Text Update: Changed “Moon Is Pleased” > “Summoned Additional Shrines”
Text Update: Changed text, you’re gifted an army to: You’re Gifted Allies
Text Update: Typo Galvenize > Galvanize
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo.
I added level queuing so you don’t have to stop and start combat if there's a lot of level ups in a row
Improved performance on magnet pull
Bosses no longer drop glowing orbs that increase your hybrid meter
Fixed a bug with Sylas that caused him to slip into walls on Level 3
Fixed Collision geometry on level 3
Fixed quest chains so other quests only spawn after the first one is completed
Removed quest counter to show more screen space
Reduced Oropei’s ability cooldown from 10 to 8 seconds
Removed quest counter from top of screen it was too large and didn’t serve much purpose.
Increased radius of Eremin's knockback
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo.
Critical Backwards Compatibility: I fixed a bug which was plaguing players with corrupted demo save data. This was caused by an old update that required a data reset. Players with corrupted data now have their demo data reset properly so the demo is functional again.
The character ability has been designated to it's own button, separating it from the weapon swap mechanic. This is something I've thought long and hard about but after playtesting both versions it felt more natural to be able to use your escapes without having to swap your weapons
Tutorial has been updated to reflect new control scheme
Button remapping now supported for new character ability button (reset your control map bindings then adjust accordingly)
Weapon swapping still maintains it's perfect swap mechanic, but now if you perfect swap it will give your weapon a damage and attack speed boost, along with triggering perfect swap powerups
Rebalanced some enemy managers to distribute more resistant enemies to encourage weapon swapping during combat
Gave all Lunar Knight special abilities the ability to deal damage when the character is first unlocked. Upgrading Lunar knights increases that damage.
Experience collection has been reworked. There is now a cap to how many exp shards can exist in the level (for balance reasons as the global pull extends the length of your dual wield). Killing enemies past the max shard cap aggregates extra exp into nearby shards so it is not lost.
I received some reports of issues with the previous patch so this patch just has some light bug fixes.
Quests no longer cause frame stutter.
First level quest is completable and lets the player receive rewards
The level 50 item drops from the level up menus were missing their icons. The icons have been restored
Issues with the clapback/absorb powerups where you could not absorb certain bullets/attack patterns.
Rebalanced Eremin's knockback to push back resistant enemies with same force as normal enemies
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. I've addressed a large number of bugs, made several updates, and rebalanced the in-game economy and unlock progression.
Character unlock order has been re-shuffled. Oropei is no longer available in demo. Vander is available for unlock
Melee weapon unlock order has been re-shuffled. The Hammer is no longer available in demo. The Distributor is now available for unlock
Projectile weapon unlock order has been re-shuffled. The Warbow is no longer available in demo. Poker is now available for unlock
New Shrine available that significantly increases player health regen while standing in radius
New Shrine available that drops armor pick ups while player stands in it's radius
Added new Icon indicators to better distinguish all quests, shrines, and objectives
Rebalance Level 1 Grim Reaper Boss to be more aggressive with spawning enemies that charge you and explode
Rebalanced Eremin's knockback to be more effective against enemies of different weights
Rebalanced Sylas's dash to be faster and have better collision detection
Added achievement information to level up screen so players can see what they will unlock when selecting powerups during level up
Added achievement information to the pause menu so players can track which achievements they are able to complete during the run
Added achievement information to the difficulty select so players can see what rewards they can unlock playing at that difficulty
Rebalanced the power of "trample" powerup and how much base damage it does to resistent
Rebalanced the power of "boss killer" powerup and how much base damage it does to elites/bosses
Rebalanced the amount of kills required to trigger dual wield
Rebalance the amount of time up dual wield meter has at base level without upgrades
Fixed a bug where the chests bosses drop could still spawn inside of obstacles
Fixed a bug where bullet SFX was still playing loudly and not controlled by the SFX audio mixer group
Fixed multiple bugs for the quest in level 1
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. I've addressed a couple of bug fixes and improved the UI to (gently) remind players to use all their abilities.
We are trying to finish the final level of the game so updates will be light on demo content for the next few patches.
I've seen a couple of players having issues with swapping weapons after the previous patch along with using various other buttons.
I believe this is an issue with resetting key bindings. If you go to Options > Gameplay > Key Bindings, and click "Reset" the keys will reset and you are free to remap them as you see fit.
Fixed a bug where the dual wield bar sometimes gets set to a state where they are both charged, but the bar does not fuse into one large bar.
I added a UI overhead icon to remind the player they can dual wield by holding right-click or the appropriately mapped key.
I added a UI overhead icon to remind players that they can pull all resources on the map by doing a perfect weapon swap while dual wielding
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. I've added localization to Spanish with more to follow! Hopefully this lets more people enjoy the game. I've also updated the game to address the Unity security vulnerability.
Added support for Spanish to the game
This patch addresses the Unity Vulnerability https://unity.com/security/sept-2025-01
Unfortunately fixing the vulnerability requires a data reset for demo save files. I apologize for the inconvenience.
Fixed the formatting and rewrote all Powerup descriptions to make them more legible
Fixed a typo in the Conductivity description
Fixed a typo in the Conductivity evolution
Fixed a bug where evolution of Jar Of Honey was not applying poison stacks
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. I've fixed some enemy and attack pattern telegraph visibility issues and fixed up some UI related issues as well. Hopefully this will make the demo a smoother experience for everyone!
Added support for Spanish to the game
This patch addresses the Unity Vulnerability https://unity.com/security/sept-2025-01
Unfortunately fixing the vulnerability requires a data reset for demo save files. I apologize for the inconvenience.
Fixed the formatting and rewrote all Powerup descriptions to make them more legible
Fixed a typo in the Conductivity description
Fixed a typo in the Conductivity evolution
Fixed a bug where evolution of Jar Of Honey was not applying poison stacks
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. I've added 3 Lunar Knights to the roster with their own distinct play styles and reworked the gameplay systems to support them as individual combatants. This includes a new powerup tree to replace some that I've shuffled around and a couple tweaks to their combat abilities.
I hope you enjoy!
Created 3 unique playable characters for the demo (6 in full game) with unique perfect-weapon-switch abilities that give them escape and maneuverability options timed with their weapon swaps
Added a recharge system for character weapon swap abilities
Added unique character weapon trick times so that each on feels unique
Removed Bully tree powerups: Long arm and Strong Arm powerups have been reworked to act as the starting character's ability
Added new Powerup Tree Vampirism which permanently increases damage of the weapon you kill enemies with
Created mastery achievements to upgrade characters and improve their weapon swap abilities
Added 21 new Achievements related to characters and their masteries
UI: Added a character select page to the start menu
UI: Added a character unlock tab to the blessings menu
Added an explanation on how to trigger new character abilities
Updated Movement and Aiming explanations with the correct Glyphs to accurately show how it is accomplished
Shortened the tutorial's powerup explanations
Reduced move speed of flaming skeleton ghosts in level 1 from 1000 > 900
Fixed a bug with the bullet spawn of projectiles being too far away from the player character. This was causing a dead zone where enemies could stand between the player and his firearm where enemies could not get hit
I fixed a bug where when abandoning a run, the player could still take damage until the main menu screen loaded
Added a Credits menu to the main menu to list everyone involved in the project
Made it so boss chest upgrades can be rerolled. This shares the same count as rerolling powerups.
Added a new moon shard variant that increases the player’s Upgrade or Rerolls by +1
Changed the “Difficulty” option menu title to “Accessibility”
Listed all 5 braveries when selecting difficulty and gave the locked ones a “Locked” icon so it’s easy to distinguish that there are more to get but they are not currently available
Fixed a bug where players were unlocking the wrong weapon on level 2 for beating the corresponding boss
Updated the Weapon Select screen to specify which achievement is required to unlock a weapon. Furthermore if the weapon achievement is completed, it directs you to the blessings menu to purchase the weapon
Greetings Lunar Knights!
A new patch has come for the Bloodmoon Survivors Demo. This is a large rework of the progression systems in the game and a change to the economy of the game.
I hope you enjoy!
First and foremost, I apologize but this patch requires a reset to save data. The changes to the game were so big that I needed to wipe existing data. I apologize for the inconvenience.
All upgrades will be available for purchase in the Demo
Added new currencies “Elite Souls” and “Boss Souls” which are gained from killing elites and bosses
Rebalanced upgrade, weapon unlocks, powerup ability unlocks around new currencies
Made it easier to unlock upgrades
Reworked health system where hearts are divisible. Player can now take percentile damage to hearts instead of just 1 heart of damage with each hit
Added an new upgrade that blocks (reduces damage) so enemies deal reduced damage
Changed armor to block one full HIT of damage, no matter how much damage it is
Removed heal on last heart regen logic and replaced with a passive regeneration rate which is upgradable
Added upgrade to increase player block. Reducing enemy damage when receiving it
Added new upgrade for collecting more gold
Health regen is now a passive effect that is always active no matter how many heart points the player has
Created new upgrade that reduces the max kills required to trigger dual wield
Added new upgrades to deal more damage to resistant enemies and boss enemies
Added new upgrade that lets player increase the RARITY TIER of a current upgrade without rerolling the upgrade itself (Look out for legendary rolls, they're upgradable too now ^.^)
Made icons for new upgrades!
There was a bug making chests and barrels drop WAYYYY more gold than the economy demanded. I reduced spawn rates.
Increased gold drop rates based on the difficulty of the level you are playing
Increased drop rates of healing items
Reduced drop rate of armor
Swift Metal: armor gain from 2 > 1
Wind Up Chop: Reduced melee size increase from 40% > 30%
Status effect powerups: Increase from 40% > 50%
Projectile weapons were too weak, so I gave all projectile weapons at least 1 pierce or bounce so they can hit multiple targets right away
Crossbow Pierce increase 0 > 1
Scattershot Pierce: 0 > 1
Increased War Bow Attack Speed
Bumped the kills required to trigger dual wield from 150 to 200 (This can now be reduced through upgrades)
Reduced projectile speed of level 1 mage enemies projectiles
Runner enemies now phase through all other enemies
Fixed boss and elite movement by setting to extremely heavy weight so other enemies can't push them toward the player
Fixed Resistance enemies by setting to heavy weight so they don’t get pushed around by other enemies
Fixed Resistance enemies by giving them distinct OUTLINES based on their resistances
Added new enemy spawn patterns such as rings and and mobs to swarm the player
First major boss (rock golem) was resisting projectile damage too aggressively (setting it to 0) made it a lower reduction so you can still damage him with projectile attacks
Fixed a bug where if you quit the game while the tutorial was playing you would skip it entirely the next time you play a round. Now, you must complete the whole tutorial in order to have it marked as completed.
Fixed a bug where triggering a level up after completing the level (which happened when exp resources are automatically pulled in on level completed) caused the subsequent round for the player to not be able to level up.
The square spawn area puts enemies coming from the top and bottoms of the screen too far away (specifically bosses) so I reduced their spawn distance from player from 60 to 50 on the y-vector
Fixed bug where achievement for healing 5 times was counting health regen and tutorial healing
Added hit-flash to ore resource veins and quest chests so it's obvious when you attack them
Fixed a bug where if the player won the round, the auto attack would remain enabled and they would continue attacking during the win-screen
Fixed wording on double boss shrine to more clearly state you will face 2 bosses instead of 1 the next time you fight a boss
Fixed a bug where if a boss is on screen and you die, the "death clean up" logic will kill the boss for you and unlock achievements
Fixed a bug where the player can get pushed around by enemies
Disabled outlines accessibility option to not conflict with new resistance enemy outline highlights
Fixed a bug where picking up the soldier horn item wasn’t spawning the corresponding reward
Fixed a bug where armor was not appearing correctly when the game started. If you unlocked extra armor in the beginning it was not visible on the gameplay HUD until taking damage
Fixed a bug where follow up quests in a quest chain were not spawning until a specified time (They should immediately trigger after the previous quest is completed)
Increased the amount of dual wield meter charge bosses drop (since they don’t have other enemies around them)
Armorer Powerup: Armor gain only triggers if you are at 3 armor or less
Live Triage Powerup: Decreased heal to half a heart
Heartiness Powerup: You now deal increased damage for each heart that has taken ANY damage (So damaged half hearts or hearts with only 1 point of damage will still trigger this ability)
Tweaked difficulty scaling based on player power level and time spent in round
Reduced level difficulties from 10 > 5 per level
Introduced new round lengths of 10/15/20 based on difficulty (Final boss is different with each increase in difficulty)
Distributed elites and bosses so they are more frequent at higher difficulties
Added explanation of “Resistance” enemies and how outlines determining resistances and vulnerabilities
Updated information on regenerating health
Added explanation of armor
Fixed a bug where the tutorial causes quests to spawn prematurely
Fixed a bug where tutorial causes issues with preload of enemies and impacts performance on the first run
Fixed a bug where the tutorial causes issues with enemies spawning in and dying without the player killing them on the first run
Set tutorial run to the 10 minutes so the player experiences an easier version of the run
Implemented auto aim
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Bloodmoon Survivors, 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 Bloodmoon Survivors 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.
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