Update #2 Is Here – Meta Progression Rework, Blood Sigils, New Skulls & More
Hey everyone!
Update #2 has arrived, and this is one of our biggest gameplay-focused updates so far. We’ve been heavily reworking progression, added and improved abilities, and improved the overall pacing based on player feedback.
This update introduces an entirely new progression structure, new skulls, combat improvements, quality-of-life changes, and more.
Here’s everything included in Update #2:
Major Features
Complete Meta Progression Rework
We’ve done a major redesign of the meta progression system to make progression more rewarding, clearer, and more meaningful over long-term play.
This also includes a full rebalance across the game to better support the new progression structure.
Blood Sigils System
A major new permanent progression system has been added: Blood Sigils.
Blood Sigils allow you to become progressively stronger across runs by stacking in effects in 8 different categories. The system expands the more you play by unlocking new categories, stacks and additional points to spend.
This system forms the foundation of the new long-term progression update.
New Skulls
Three new skulls have been added to levels, each introducing new risk/reward mechanics and build possibilities.
Oathskull
Accept and complete random quests to earn additional Bloodlets.
Sanguiskull
Gain a powerful Blood Surge, but also receive a Curse.
Skull of Cleansing
Cleanse a Curse of your choice for a cost.
New Abilities & Changes
Stun Breaker
A new defensive ability has been added.
Stun Breaker allows you to break out of long stuns through a quick skill check, giving players a way to recover during dangerous encounters.
Charge Dash Redesign
We split the Charge Dash into two charge stats now like Charge Attack.
Charge Dash I
Faster and more responsive, but weaker.
Charge Dash II
Slower to charge but stronger (works like the old Charge Dash).
Combat & Gameplay Improvements
Improved Combat Feel
We improved the responsiveness and feel of attack/defence triggers when using controller.
Takedown Changes
You can now dash away from takedowns more easily, and takedown immortality duration has been slightly increased.
Interaction Improvements
Hold interaction durations have been reduced, and some hold interactions have been removed entirely to improve pacing.
Auto Aim & Lock-On Options
New gameplay options have been added for:
Auto aim strength
Lock-on indicator toggle
Economy Adjustments
The blood cost required for katana and gear upgrades has been reduced.
World & Progression
Ending Added
A first ending has now been added when reaching the final shrine.
More final ending content is coming soon.
Optimization Pass
We’ve done a broader optimization pass across the game to improve overall performance and stability.
Thank you all for the feedback and support so far — it’s been helping shape every update.
We’ll continue expanding systems, improving combat, and adding more content in future updates.
Let us know what you think of Update #2!
