Corrected grammar and coherence text in English, French, Japanese and Chinese language
Fixed Brambleback &Scally Wardens not dealing damage when attacking

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Full Steam announcements and update articles for this title.
Corrected grammar and coherence text in English, French, Japanese and Chinese language
Fixed Brambleback &Scally Wardens not dealing damage when attacking
As night falls upon the forest, the hive shivers. Horrible stories have reached the capital, keeping the young awake with tales of terrible creatures and incomprehensible abominations. Tomorrow, the valiant warriors of the kingdom will face the blight once more. No one knows what they will come across, or whether they will be able to prevail...
Hello everyone!
As you might have guessed, this new update comes with a much darker tone. The Fungomancer has brought forth his strongest lieutenants! Three new bosses and their minions are entering the rotation, hopefully adding plenty of variation to your runs.
Without further ado, let me introduce you to these terrible foes!
Giving Grandmolder some well-deserved rest, the blind behemoth Judas stumbles onto the battlefield. Guided by his minions, the Doom Horns, he will force you to prioritise your targets if you want to overcome him!
Allowing the Herald to take a breather from his studies, the dynamic duo of Brambleback and Cortex takes the fight to the hive! Accompanied by their followers, the Scaly Wardens and the Mindflyers, what will you choose to fight first: an impenetrable obstacle and a rain of projectiles, or pesky mages and a wall of thorns?
Finally, relieving the Puppeteer from his role as the last line of defence, the roots of the Tainted Tyrant rise to block your way! With its mind-controlled minions, the Sappenergies, the Alluring Dryads, the Venomonites, and the Irritodermas, it spreads a hellish disease throughout the grove. Unfortunately, you will have to endure the symptoms of its corruption if you wish to defeat it!
Alongside these three new bosses, we have worked on many other things, most notably quality-of-life additions for the map, as well as the usual bug fixes and balance changes.
I hope you will love these new additions to the game. You can read the full patch notes below.
Enjoy!
New content & Changes
3 new bosses bringing the total different bosses to encounter to 6
8 new enemies showing up depending on the boss you will encounter
New keyword “Incubation: While this unit has allies, it is untargetable and does not attack. Instead, it triggers the listed effect.”
New keyword “Structure: Structure can't be targeted and do not count as a unit”
Some buff to existing bosses
Grandmolder: health increased 750 -> 1000.
Mycelium Herald: health increased 200 -> 300, attack power gain 4 -> 5, chitin gain 20 -> 25
Crimson Puppeteer: attack speed 1 -> 1,2
Trinket Buffs
Toxic love heal: 4 -> 5
Trinket Nerfs
Finale: charm inflicted 2 -> 1. Held limit 1 -> 2.
Equipment Buffs
Stone shield: Chitin gains 60 -> 100. Health gain 60 -> 50
Haze Cloak: Ambush gain 10 -> 14
Bramble Suspenders: damage inflicted 2 -> 3
Rotten food: health gained 60 -> 70
Equipment Nerfs
Walnut Banjo: Attack power gained 3 -> 2
Unit Nerfs
Ivo: Overheat broken gain 1 -> 2
Bug fixes
Fixed issue where unit wouldn’t drop if you don’t place them exactly in the middle of the tile
Unit card don’t show anymore during versus screen
Fixed a bug where you could select multiple reward at the same time
Fixed nectar and elixir particle not going over top bar UI
Fixed some drag and drop issue when you left and right click at the same time
Improved general performance for players with high resolution screens
Visuals and Quality of Life
You can now show the map during fight or when selecting reward from fight.
You can now decide to not engage in any fight at Ominous Aura event
You can now train at Reinforcing party and Rallying Banner as long as you have enough units for your current unit limit.
Static boss can’t be pushed anymore
Added progression stats on achievements
Fixed some translation for french, japanese and chinese
You can now see your advancement in the run on the map
Prevent reroll from giving same items twice
Add item usage limit in shop and rewards
Performance optimization on map
Fix "Loss on first unit death" challenge triggering even if unit has Test Dummy equipped
Multiple localization and missing text fixes
Global performance optimization
Thanks for reporting all the issues related to the new update. Here is a patch fixing most of the reported issues. We're still working on the performance issues!
Improved how the chitin bar evolves visually.
Fixed an issue where leveling up the main clan would also level up the second clan to the same level.
Fixed a bunch of localization issues and grammar errors.
Items generated by the "Forge" keyword are now randomized during each run. They used to always be the same.
The achievement requiring players to inflict damage with spikes no longer triggers from enemy spikes.
The achievement requiring players to inflict poison damage now only triggers from poison inflicted on enemies.
Fixed a level where you could place your units right next to an enemy.
Midas no longer shows the Overkill tooltip.
Survivor now only triggers when a battle is won.
Improved the UI of the Blight Purge challenge selection.
Changed some achievement visuals to be more consistent with the rest of the game.
Hello everyone!
As you might have guess from our previous tease, we have a big surprise for you!
A brand new clan is coming to join the fight against the blight:
"Naturally creative and innovative, the Amber Forge are the masterminds of the realm.
Reforged into soldiers in the face of the fungal threat, they now put their intellect to use in the conflict.
They display exceptional defensive capabilities and use their machinery to deal massive blows to the enemy."
The Amber Forge focuses on staying power and abilities and items that make your units stronger over time. They also introduce a few new mechanics to the game: Burn, Overheat, Forge, Fragile and Survivor.
Burn: Upon reaching 10 or more -burn-, lose 10 -burn- and take 10 damage.
Overheat: A unit with Overheat gains +0.2 Attack Speed each time it attacks. After 10 attacks, resets the Attack Speed gained and triggers the listed effect.
Forge: Create a random equipment from any clan. It gains Fragile.
Fragile: If equipped to a unit, this equipment becomes "Scrap: Has no effect" after one fight.
Survivor: This unit triggers the listed effect upon a victory if it survived the battle.
Naturally, this new clan also comes with a bunch of new trinkets...
... and new equipements for you to try out!
We're excited about the release of this new clan and we can't wait to see what you think of them! Let us know in the comment or directly on our discord!
To thank our community, we’re also sharing some fanart from players. This time, featuring works from BottledFizz.
Finally, as usual these new changes are accompanied by a lot of fixes, balancing changes, tweaks and quality of life improvements. You can read the full list of change bellow in the full Patch Note.
Enjoy!
General
Training in draft nodes: max health gained 5 -> 10
Berserk effects now also push back enemies
The village defense event is now slightly harder
Crimson Puppeteer boss: health 2500 -> 3000, attack speed 0.8 -> 1
Trinket Buffs
Peps Corn: attack power gain 5 -> 7
Stage Spotlight: attack power gain 4 -> 5
Nectar Bottle: nectar gain 100 -> 150
Wonderful Finale: applied charm 1 -> 2 but held limit 3 -> 1
Bulk Up: health gain for berserk units 30 -> 40
Trinket Nerfs
Ricin Infusion: Inflict poison to random enemy instead of highest health. Held limit 2 -> 1
Toxic Pollen: Amount held limit 3 -> 1
Hemomania: Your allies have +0.3 -> +0.2 attack speed when you have less than 30 elixir
Equipment Buffs
Target Dummy: Gives 1 sec of invulnerability.
Bark Plate: chitin 30 -> 40
Xylarmor: chitin 15 -> 20
Castanut: heal 3 -> 4
Armold: chitin 30 -> 40
Vine Lyre: hp per adjacent 15 -> 20
Stone Shield (boss reward): chitin 50 -> 60, health 50 -> 60
Giant’s Fang (boss reward): attack power 10 -> 12
Rosestoc (boss reward): now starts with 3 spikes
Rotten Food: health gain 50 -> 60
Upgraded Rotten Food: poison added 20 -> 10
Upgraded Butterfly Knife: damage taken 4 -> 2
Upgraded Razor Blade: damage taken 6 -> 3
Upgraded Echo Bell: attack power lost 6 -> 3
Upgraded Shattered Sword: shattered added 10 -> 5
Equipment Nerfs
Didgeribamboo: starting charm 3 -> 2
Onion: poison 3 -> 2
Urticape: poison inflicted 2 -> 1
Birch Buckler: Capped at +100 health.
Unit Buffs
Galahad: attack power 15/20/25 -> 15/25/35
Hercules: attack speed 0.6 -> 0.7
Minos: attack power 15 -> 20, health 100/200/300 -> 100/250/400
Mordred: attack power 10/15/20 -> 15/20/25, attack speed gain 0.8/1/1.3 -> 1/1.3/1.6
Astaroth: health 100/200/300 -> 120/240/360
Richard: attack power gain 10/13/16 -> 10/14/18
Azra: health 50/90/130 -> 60/100/140
Unit Nerfs
Bakhan: ambush 12/15/18 -> 10/13/16, poison 5/6/7 -> 4/5/6
Morgana: poison 4/8/12 -> 4/6/8
13 new achievements to unlock
New Amber Forge clan (10 units, 14 equipment items and 16 trinkets)
There is now a very small chance of dropping an already upgraded equipment at Gacha machine with the Blacksmith
When a fight lasts too long, all units will start to get poisoned. This will prevent endless fights
New symbiosis (starter) trinket (Your units with berserk have “Berserk: Give +0.2 attack speed to all allies”)
Removed old rage trinket from the game (On first ally death: all allies gain +0.2 attack speed.)
Like butter is now a regular trinket (Overkill now deals excess damage to 2 units.)
Sporebarbs (Spike enemies of chapter 3) now deal damage based on their attack power instead of the attack power of their target
Fights should no longer be won if there is still an enemy spawning.
AoE effects applying stacks no longer target dead units
Blight purge reward now correctly says “Choose between 3 equipments” instead of “Gain a random equipment”
Fixed an issue where some units would not lose their shattered stacks when taking damage
Blacksmith will automatically sort equipment so duplicates are next to each other in your inventory
The achievement page has been improved
Limited use equipment now has a small number on the equipment indicating the number of uses left
In the Grandmolder fight, all moldkins disappear once Grandmolder is dead.
Health and chitin bars no longer show up in the setup phase
The recurring sound of hammering has been heard all over the glades lately...
Be ready on May 28th to discover what it's all about!
Want to know more? Join our discord and ask for the code to the playtest branch.
For some reason, the link above doesn't seem to properly work, here it is:
Added encyclopedia description and image for fraglings enemies
Mycelium Herald (Chapter 2 boss) is no longer immune to charm in his second phase
Charm and Ambush stack of ranged unit now get removed once their projectile hit their target. This should help with effect requiring you to have charm or ambush stack to trigger (inflict poison while you have ambush, attacking with charm dealing 0 damage from attacks, etc.)
Ricin infusion no longer inflict poison when you equip and unequip an equipment
Switching and drag and dropping health equipment no longer reduce the health of units
Retirement of units during setup no longer reset trinkets buff
Retirement of units now goes on top of draft screen
You can no longer use retirement screen to drag unit in evolution screen
Reflecterror now show correctly behing other units
Equipping ambush equipment now update targeting of units properly
Corrected some typos
Hello everyone!
It’s finally time for our first Hive Blight update. Before we dive in, we just want to thank you again for your continued support and the enthusiasm you’ve shown so far. It really keeps us motivated and excited to keep improving the game.
So, what’s new?
First, we’ve expanded the enemy pool. Until now, only our first boss, the Grandmolder, had enemies tied to its mechanics. That didn’t feel quite fair to the other two bosses, so we’ve changed that. The Mycelium Herald and the Crimson Puppeteer now both have their own dedicated minions during their chapters. Say hello to...
We’ve also added a brand new type of enemy to bring more variety to your runs. Say hello to...
Discover what they all do in game!
Next, we’ve expanded on the number of the legendary items available. Boss rewards felt a bit limited on that side, so we added one unique legendary equipment for each of the current clans.
Introducing the Walnut Banjoo, the Haze Cload, and the Rosestoc. You’ll have to discover their effects in game.
We also added a few quality of life features based on your feedback.
You can now reroll most choices you encounter during a run. It costs a small amount of Nectar, so use it wisely, you don't want to miss out later because you lack a few drop of nectar.
We’ve also introduced a “Retire” option. If you have units you no longer need, you can retire them to recover some Elixir of Life. Don’t worry, your unit will be sent to nice farmland where all other retired units leave happy forever.
Finally, we improved the tracking for damage dealt and damage mitigated, so you’ll now get more accurate information about what happened during fights.
To thank our community, we’re also sharing some fanart from players. This time, featuring works from Uchudische and BottledFizz.
by Uchudische
by BottledFizz
On top of that, we fixed a lot of bugs. You can find the full list below.
That’s it for today. You can read the full patch notes below if you want more details.
Enjoy!
3 new enemies: Fraglings, Startmold and Reflecterrors
Possibility to retire units giving you some elixir back
Reroll option added to most reward choices
Detail origin tracking of damage inflicted and avoided
Improved some equipment icon details
Units trigger their voice effect when you select them in encyclopedia
3 new enemies: Fraglings, Startmold and Reflecterrors
Unfriendly customer: not helping the merchant now gives 1 more trinkets, and shop price increase by 15 -> 5%
Reduced the difficulty of some tougher fights
Reduced the amount of capcrusher to spawn in chapter 3
Herkel: Health 70/110/150 -> 80/130/180
Bakhan: Ambush amount 12/16/20 -> 12/15/18
Bakhan: Poison amount 6/7/8 -> 5/6/7
Herkel: Poison inflicted 2/4/6 -> 2/3/4
Chestnut: Spike gained 3 -> 4
Pressurized Gland: Spike gained 1 -> 2
Scary Helmet: shattered inflicted 4 -> 7
Steel & Flint: damage inflicted 2 -> 3
Execution Axe: Heal received 5 -> 7
Pebble axe: shattered inflicted 3 -> 2
Coated dart: poison inflicted 3 -> 2
Sneak Attack: Additional damage 5 -> 6
Aluminium Foil: Spike given 3 -> 5
Sharpened Shells: Spike given 1 -> 2
Imposing Presence: Shattered given 2 -> 3
Overwhelming Takedown: Shattered given 2 -> 4
Miasmic Trigger: Poison given 4 -> 3
Ricin Infusion: Poison given 3 -> 2
Toxic Pollen: Poison given 3 -> 2
Warning Stench: Poison given 3 -> 2
Moldkin localization added (was missing in some languages)
Fixed equipment getting stuck mid-air when drag and dropping
Fixed an issue where player could evolve a unit multiple time when playing with controller
Improved navigation with controller overall
Fixed some achievement not unlocking on Steam
Fixed unit unable to attack units attacking them in the village defense event
Backup system and run corruption handling to avoid soft locking your game when your run is corrupted
Fixed some issue with item being stuck in the air during drag & drop (please report it again if it still happen after the patch)
Added missing localization for Moldkin tooltip
Fixed bug related to opening team while fight is paused
Adjusted shattered blight purge to show the real amount of shattered applied
Added + in front of story event choice who gives you elixir or nectar
Balancing:
Domino effects now triggers execution 3 times on the first 2 execution instead of only on the first one
Fixed issue where you would not unlock blight level if you quit and get back to your run later on
Fixed an issue where you need to finish chapter 1 twice before unlocking chapter 2 and 3
Added automatic backup system for players getting corrupted file and losing progress
Fixed moldkin transforming into skin of your own units at the end of fights
Fight overview is now enabled by default
Fixed Butterfly knife dealing 4 damage to sel instead of 2
Fixed execution of Hurrican strike (overkill units get more attack power) so it triggers after any trinket giving overkill to your units.
Imroved some text spacing and grammar
Improved navigation with controller (it is still being worked on to be improved even more)
Keys for taunt and change target are now binded correctly
Balancing:
Reduced difficulty of chapter 3 by 20%
Ricin infusion now inflict 2 -> 3 poison when a stack of ambush is lost
Ominous Aura event now gives you a choice of trinket/equipment instead of predefined one
Fixed an issue where unit would attacks another target when their current target died or went ambush during their attack animation (This fix will make the game much more easy in general)
Game now run in the background when you alt-tab, this should fix a lot of related issues
You can now go back from potion maker in campfire location
Fixed some stats not being tracked properly (Elixir lost in a run, run played, favourite unit, etc.)
Removed wishlist on steam button from end screen
It's not possible to get manipulate the random button to only get one clan in clan selection
Fixed typo Lacation -> Location
Fixed some spacing issue in texts
Hello everyone!
This is it. Finally. We’re literally buzzing with excitement.
Before anything else, we want to say thank you. Thank you to everyone who played the demo during Steam Next Fest and in the months since, to everyone who shared feedback, and to everyone who followed the project, talked about the game, or added it to their wishlist. Your support helped us keep working on Hive Blight and bring it to this point.
With the release of the Early Access version, the demo will be removed from Steam. We will also revoke the closed beta keys that were distributed during development. As mentioned when these keys were given out, beta access was temporary and tied to the development phase of the game. If you were playing through the demo or the beta, you can now continue your journey in the Early Access version of Hive Blight, your progress should be kept.
Remember the Hive Blight will be 20% cheaper for a week on release! Don't miss this opportunity!
We have come a long way since the demo released during Steam Next Fest in June. Since then, we’ve been hard at work improving and expanding the game, and we thought it would be nice to quickly look back at what has been added since then.
Here they are:
• The third clan - The silent cabbale
• Chapter 3: The Mangrove • Map Events • the Blacksmith
• New enemies and elites • The Encyclopedia • New trinkets and equipments • New mechanics like Purge Rituals and Scrolls • A complete rework of the health system with the Elixir mechanic • New boss music and insect voice sounds • Visual improvements, balance changes, and many bug fixes • Steam achievements
We wanted to look back at everything that has been done because, in a way, it reflects our commitment to Early Access. We’ve already shown how much we care about improving the game, and we plan to keep working just as hard moving forward. That said, we are a small team of three, so we cannot promise an exact roadmap or strict update schedule.
The two additional clans that are already teased in the game are planned to be released during Early Access. Beyond that, we want to continue expanding the game with more enemies, more elites, more bosses, more events, more trinkets, more equipment, and many more ideas that we may develop along the way.
Here a sneak peak to upcoming units (this work in progress though, some might not make it into the game)
To make the best game possible, your feedback is essential. We can’t wait to hear your ideas, what insects or mushrooms you’d like to see in the game, or what features you think could make Hive Blight even better. If you’d like to share your thoughts, feel free to join our community on Discord.
That's not all! To celebrate the release of our early access, we collaborated with some of our developer friends to create some nice bundles!
Finally, as usual, we added a few things, balanced a few others and patched some issues, here is the full list below! Again, thank you all! I hope you enjoy our game! Don't forget to leave us a review if you do, it helps a lot!!!
Random start
Train button to give +5 health perm to ally instead of drafting a unit
Battle overview, on the top left corner you can now see how much damage your unit dealt and avoided, updated during the fight!
37 Steam achievements to complete!
Improved most in-game text and tooltip to be more consistent
Added don’t show again on warning pop up unequipped item
Added don’t show again on warning pop up when not placing all units
Added camera shake (with option to disable it)
Scrolling on the map is smoother
Campfire background added
Improved button indication for taunt and targeting
You can now check the map during shop, blacksmith, altars and other nodes in the map
Targeting arrow animation when you place and hover one of your unit
New boss reward trinket, Untapped Potential: All allies gain +2 attack power, +0.1 attack speed and +10 health
Increase final boss difficulty : 1500 -> 2000 hp, +20% attack power
Chapter 3 is 20% harder
All area of effect ranges have been reduced by 30% (Achilles, Capcrusher enemies, etc.)
Cupcake: Health 30/30/30 -> 30/40/50
Lyra: Attack speed 2 -> 1.8
Cupcake: Attack speed 1/1.4/1.8 -> 1/1.3/1.6
Herkel: Health 80/130/180 -> 70/110/150
Richard: Health 50/80/110 -> 40/60/80
Ludwig: Health 50/80/110 -> 40/60/80
Ludwig: Attack power 10 -> 5
Shattered Sword: attack power 8 -> 7
Miasmic Trigger: Poison given 6 -> 4
Peps Corn: attack power given 6 -> 5
Rallying Call: charm given to your units 1 -> 2
Reward cannot be claimed with right click anymore
Fixed bug where hp of unit would get lower than their max in setup phase sometimes
Fixed issue where damage dealt and avoided was not tracked correctly, one unit would get the damage avoided from all other.
Fixed a bug where you would not get any unit to draft after drafting too much units
Fixed navigation issue with controllers
Fixed some settings not getting saved when you exit the game
Fixed cursor not animating anymore when the game is paused
Hello everyone!
We mentioned in our last announcement that we were working on a new feature that would shake things up in your runs and hopefully add a lot more replayability too: Events!
For those who have access to the Beta build, we are happy to announce that you can now try them out! We hope you like them.
As we mentioned before, the events are currently somewhat limited but it is something that we want to build upon during Early Access as it greatly helps bringing the world of Hive Blight together.
For those who haven't gotten the chance to join the beta, don't worry, you'll be able to try them soon! Indeed, if you missed it previously, remember that the Early Access release is just around the corner. In just 3 weeks (March 9th!), you'll discover Hive Blight in its entirety!
If you hadn't seen the announcement trailer, here it is:
However, not having access to the Beta version doesn't mean that we have nothing for you!
As usual we've made a lot of balancing changes to the game but we also added a lot of visual improvements and quality of life features. You will, for example, now be able to save your current game so you can continue it later. Such a relief! You won't have to lose your god run because you have to leave or go to bed anymore!
You can check out all changes in the patch notes at the bottom!
Lately we have had the chance to be showcased by Gohjoe who has done a great job on introducing Hive Blight to his viewers! If you want to know what the game is all about, I can only urge you to check his video out! He explains it better than even I could.
The comments have been overwhelmingly positive and we can't thank you enough for this! Thanks to that, we will go into Early Access with renewed confidence and energy! You guys are great!
Anyway, without further ado, here is the full patch note. Enjoy!
Save system, you can now quit run and come back later to continue it
(Early Access only) New story events with multiple choices
Auto deploy unit on retry: When retrying a fight units will be placed the same way you did placed them before so it’s easier to change the placement
New main menu animated illustration
Rallying banner node now also include a unit draft
Added a bunch of missing sound effects
New button to slow game speed (x0.5)
You can now use controller arrows to navigate the game
A second bar for trinket will appear if you have too many trinkets
New visuals for boss reward bag and trinkets reward bag
Each chapter now have their own map background
Changed button style
Added vsync option in the settings
Performance improvements on some systems
Reduced the amount of Chungus on some difficult fights
reduced the difficulty of chapter 1 in higher Blight level
Attack stealing elite can no longer steal from units with 1 attack power (units will always have at least 1 attack power)
Poison now triggers every 0.5s instead of 1s
Clans now take 2.5x more time to unlock all of their content
Gustav attack speed buff increased tempo +0.1/0.2/0.3 -> +0.2/0.3/0.4
Styx now stat with fast
Styx attack power has been increased 15/20/25 -> 20/30/40
Styx hp has been increased 40/50/60 -> 50/60/70
Edith no longer gain attack speed when leveling up
Galahad shatters given 2/3/4 -> 1/2/3
Disabled keyboard shortcut when writing a bug from bug report button
Fixed an issue where you could not hover on your unlocked content at the end of a run
Fixed an issue where units would spend more than 5 elixir to get healed
Fixed an issue where player would not spend any elixir on first fight of a run
Fixed equipment sometimes disappearing during run
You can no longer finish tutorial quest by clicking on the explanation gif
Hello everyone!
We have great news for you today!
As you may know, we've been hard at work bringing the last few features we had planned for early access and we're finally reaching our goal! Therefore, we can finally do it...
Of course, it wouldn't be a real announcement without a proper brand new trailer to go alongside it:
We hope you're as excited as we are!
Anyway, as I mentioned earlier, we've been hard at work bringing the last big update to the game and you might be wondering what it's all about! For those who've been following our announcements, you might have an idea already. Indeed, I am talking about "Events"! It's been our intention from the start to add a bit of narrative to the game and we've finally gotten around to it!
Events are random little tidbits of stories that you will encounter every chapter. During each of them, you'll encounter a specific situation and will have to make a decision about it. Some decisions will lead to short term rewards and other might have long-lasting effects and impact your entire run, it's up to you to decide what you want to do!
In addition to giving you more information on the tiny world of Hive Blight, we believe that events will strongly impact each run and make each of them different!
We will have a limited amount of events on EA release but much like the rest of the features, we intend to expand on it and bring you the best experience possible!
Well, that's all I've got for today, folks!
Again, I hope you're as excited as we are for our project!
Don't forget to wishlist the game and why not even talk about it to your friends! You can also join our community of bug-warriors enjoyers on our Discord here:
Enjoy!
Hello everyone and happy holidays!
I hope you'll all have a great time and that you'll get to spend a bit of time with your loved ones.
Since our last update in October, we've been hard at work and we're happy to release a feature that has been dear to our hearts since the project's inception. Indeed, we're happy to introduce...
Since we first started the project, it has been important for us that we would be able to share our love for nature beyond the theme we've chosen. With the encyclopedia, we are able to share the inspirations for all the designs in the game as well as, hopefully, trigger the interest of people in the wonderful world of insects! In addition to that, you'll be able to gather some information on the different characters in the game.
Relating to that, we also added a "more info" button on unit cards, that way, you can get access to everything you might want to know about a specific unit without having to search for it in the encyclopedia.
In addition to this new feature, we've finally added the Blacksmith as promised in our previous post. And for the end of the year, he decided to dress up for the occasion...
The blacksmith will allow you to fuse identical items together to create legendary items that are twice as effective! He also comes with a small Gacha machine in which you can spend your nectar in the hope of getting a matching pair of items or something good for your team!
The Blacksmith will only be available on the Beta version of the game for now (sorry fellow demo players, you'll have to wait a tiny bit longer).
And that is not all we are adding today, we also worked a little bit on Elites and their balancing. Previously, you'd always have the same elite whether you were in chapter 1, 2 or 3. This led to an issue where Elites became irrelevant in their own fight during the later stages of the game. Therefore, we have added 4 new elites to the game and they will only be available in their respective chapters.
Finally, we added a few new trinkets and equipment to complete the set of the different clans. You can check out what they do within the patch notes below.
As usual, we also made a few balancing changes to the game. You can read the full extent of the update in detail in the patch notes below.
I hope you'll love the new content we've added and we will see you next year for more additions! Have a great end of the year!
Enjoy!
Encyclopedia added: Includes real insect inspirations, full equipment and trinket lists for all clans, plus extra stats.
Blacksmith node added: Fuse two identical items to upgrade them, or try the gacha for a random equipment.
New Elite Fights: We added 3 new elites for chapter 3 and 1 for chapter 2. We also rework the current elites fights.
Trinkets:
Unseen Harvester (Starting trinket for the Silent Cabbale - Beta only): Allies gain +1 Attack Power each time they loses Ambush.
Echoing Chamber (Sweet Symphoney): Units with Tempo gain: "Tempo: deal 2 damage to all enemies."
Imposing Presence (Vespada): Enemies start combat with 2 Shattered.
Equipments:
Pressurized Gland (Vespada): +1 Spike. Spikes can now hit ranged enemies.
Urticape (Silent Cabbale - Beta only): When hit, inflict 2 Poison to the attacker.
Conductor's Baton (Sweet Symphoney): +2 Attack Power per adjacent ally.
Added a new mouse cursor
Added multiple new FX (Julien: specify if needed)
Removed aliasing, visuals are now sharper
Reduced nectar bottle pop sound volume
Trinkets now have rarity borders (Starting / Common)
Equipment now always displays a rarity border
HP bar now appears whenever the Chitin bar is shown
Starting Life 85 → 80
Fiery Circle now only spawns in Chapter 1
Unit Buffs
Edith targets 4/6/8 → 5/7/10
Edith now always charms the highest Attack Power enemy (random if tied)
Vladimir Attack Power 10/15/20 → 12/18/24
Unit Nerfs
Morgana Tempo effect (every 4 attacks) now deals area damage
Achilles push strength reduced
Trinket Buffs
Predator is now a regular trinket
Toxic Love is now a regular trinket and can be taken twice
Sneak Attack bonus damage +4 → +5
Warning Stench starting Poison 2 → 3
Toxic Pollen Poison spread 2 → 3
Warcry Shattered on Berserk 2 → 3
Sharpened Shells has no copy limit
Twigtronome has no copy limit
Nectar bottle now gives 80 → 100 nectar
Miasmic Trigger now gives "Berserk: Apply 6 poison to enemies around them" to all ally units
Trinket Nerfs
Diversion is now a starting trinket
Fight Club max copies 3 → 2
Moral Booster heal on Execution 3 → 2
Equipment Buffs
Equipments granting Ambush now gives 2 stacks instead of 3
Castanut Tempo Heal 2 → 3
Bug Fixes
Improved map screen performance
Fixed equipment duplication and destruction bugs
Fixed max Life not resetting between runs
Fixed scroll effects persisting after fleeing
Fixed Poison damage not being tracked properly
Fixed Berserk effects not triggering when a unit dies in one hit
Sifd managed to break our game but we got that fixed now, when you obtain every available trinkets, you now get a default trinket in shops and other areas as rewards
Fixed an issue where tooltip for keywords and game mechanics were not showing
Fixed option for Evolution being available at campfire even when you don't have enough elixir
Fixed an issue where melee units could attack targets that are not close to them if their previous target died during attack animation
Fixed issue where you could not cancel an evolution at potion maker when you get 2 potions maker in a row
Last boss now gives less of his health and attack power to his clones
Updated some localization and text issue
Hello everyone! It's been a while but we've been hard at work, I swear. Indeed, today we are releasing our biggest update so far. We realized our old health and nectar system wasn’t creating the kind of choices we wanted. You can read the full thinking process abouth this big change in the "Full Health Reword Design process" section of this post but since it's a big piece, here is the TLDR: Players could retry fights almost without consequence, flee for easy nectar, and those who did well early would just snowball through the rest of the run. It didn’t feel strategic or rewarding. So, we decided to completely rework it and introduce the Elixir system. You now start each run with 75 Elixir, which represents your life essence. It’s used to heal and evolve your units, and if it ever reaches zero and you lose a fight, that’s game over. If you win with no Elixir left, you can keep going, but your units will suffer penalties until you recover. The better your team performs in fights, the less Elixir you spend on healing, making careful play and decision-making much more important. Nectar rewards are now fixed at 20 per win, and fleeing no longer grants rewards. That's it for the "piece de resistance" of this update but that not all there is to this update! Indeed, we also implemented a new mechanic: The scrolls. When starting a new game, you'll be given 3 scrolls. These scrolls can be used to lower the attack speed of the enemies in any fight. Use them wisely as they can come in handy in fight you criticaly need to win but remember that you only have three for the entire run, don't waste them. For those who were lucky enough to have a beta access, we also finished working on the final boss of chapter 3, you'll be able to test it for yourself! Be ready for a test of your skill as you will face your strongest enemy yet, yourself! Indeed, the Crimson Puppeteer uses its blood-like ooze to mimic your team members and boost their stat! Will you be able to take them on? The puppeteer is based on the Devil's Tooth mushroom as you can see:
In addition to all that, we also reworked the blight system (the incremental difficulty so that it becomes challenging faster for player that are used to this type of games. But that's not all, we also added new visuals to the game:
A new ingame screen when obtaining a trinket on the map
A new intro when launching the game. To set the mood...
Currently, were hard at work on our next update! We're bringing a new guy to the team: The Blacksmith!
He will allow you to improve your equipments and even use your leftover nectar to get random equipement!
And, as usual, made a bunch of balance changes and bugfixes. We hope that you enjoy this big changes. You can read the full patchnote after the next section. Enjoy! ---------------------------------------------------------------------------
We had been thinking about it for a while, the current health and nectar system we had set up was not quite hitting the mark. As a reminder, in the current system, you had 5 life and would lose 1 each time you would lose a fight and each battle would give you a certain amount of nectar (our game's money) depending on your current team size and how healthy your units where at the end of the fight. You could also retry any fights as long as you had 1 life left or flee the fight and you would gain some nectar in compensation. This system ended up creating two unsatisfying situations.
On one hand, we felt it didn’t really give players meaningful agency. Indeed, as long as you had more than 1 life, it was pretty much always worth it to retry a fight and once you were at 1 life left, it was basically do or die. This was not really interesting as it didn't lead to a conscious choice on the player's hand, he didn't have to balance the pros and cons of retrying an encounter and it didn't have any lasting impact on your current run. You could also somewhat abuse the system to loose the first few fights and gain nectar by fleeing. This felt a bit silly and left you at the mercy of what you would be able to buy in the first shop. Again, not that interesting and even a bit exploitative.
On the other hand, as winning a fight meant earning money depending on your unit's health at the end of the fight, it lead to a weird snowballing effect that we felt was not healthy for the game in the long run. The better you do in a fight the more nectar you get, the more nectar you get the more items and trinkets you can buy, the more items you can buy the better you do in a fight...etc.
To resolve this issue, we therefore needed:
a health pool that decreases over time and slowly reaches 0. The player needs agency on this health pool so he should be able to have some control over how it decreases.
a fixed amount of nectar gain upon winning fight. That way, there is no snowballing effect on income.
We also needed to keep one aspect of our system that we feel is crucial to the game. The player needs to understand how well or how bad he is doing in the fight. This was the one great aspect of the nectar gain depending on unit's health in our previous iteration. Doing better in fight meant more money and it lead to people trying to optimize more. That part was healthy and needed to be kept one way or another. With that clear frame in mind, we decided upon the following changes:
Upon starting a run, you will start with 75 Elixir. If your Elixir amount is 0 or reaches 0 and you lose a fight, it is game over.
If your elixir amount reaches 0 but you win the fight, you can continue. However, your units will suffer a penalty as long as you don't replenish your stock.
Similarly to the nectar in the previous version, at the end of the fight, your units will be automatically heal depending on how much life they have left but instead of costing potential nectar, it costs 1 Elixir per 20% missing health on a unit. This means that your elixir of life amount will deteriorate over time whatever the case.
This way we keep the natural incentive of trying to win fights with units that are as healthy as possible. The more health your units have at the end of a fight, the less elixir is spent, the less elixir is spent, the more risk you can take down the line. Managing your elixir becomes essential in the choice of the path you take on the map. Risky or safe, that's up to the player. That's agency.
You can retry any failed fight but you have to consider whether or not the potential reward of the fight is worth taking the risk of losing even more Elixir. Again reinforcing player agency over the course of the game.
Fleeing a fight no longer rewards nectar. Fleeing therefore means losing on potential income and rewards and that has to be taken into account when deciding whether or not to retry a fight.
Evolving a unit now costs Elixir instead of nectar. This means that improving a unit is a risk down the line if you manage the elixir poorly. Choose wisely.
The nectar gained after a victory is now a flat 20 nectar. No more discrepancies in income and snowball using the economy.
It may sound simple, but it was a big change under the hood. In the end, we think it adds real tension and agency to every decision you make — and that’s exactly what we wanted. ---------------------------------------------------------------------------
New Chapter 3 Boss added with final visuals.
Small cinematic introduction added for extra immersion.
New feature: consumable scrolls.
Life system rework.
Blight system rework.
You now start with 75 Elixir of Life.
Evolving units costs 5 Elixir (T2) and 10 Elixir (T3).
Elixir is used to heal units after combat.
If you lose and lack Elixir, you lose the run.
If you win but can’t heal, your units become Broken, taking extra damage.
The last node before each boss is now a Campfire, where you can:
- Rest: regain 40 Elixir and +10 max Elixir.
- Evolve: upgrade one unit.
You start each run with 3 scrolls (1 type for now, more coming).
Current scroll effect: -0.2 Attack Speed to all enemies for one fight.
Now only 4 Blight Levels, each adding multiple modifiers.
Funghi Frenzy replaced by Fungal Proliferation (fights are 10% harder).
Blight 4 is harder than the previous Blight 7, good luck!
Galahad: Now inflicts Shatter in an AoE.
Edith: Charm now affects 4/5/8 closest enemies.
Edith: Attack speed +0.1.
Ulysse: Damage 8/10/12 → 8/12/16.
Vladimir: Attack Power 10/12/15 → 10/15/20.
Lyra: Attack Power 5/8/10 → 5/10/15.
Richard: Attack Power 10/12/14 → 10/13/16.
Ambroise: Heal 3/6/9 → 3/5/7.
Bob: Heal 10/15/20 → 6/11/16 and Attack Speed 0.6/0.8/1 → 0.8 flat.
Achilles: Attack Speed 0.5/0.6/0.8 → 0.6 flat.
Paris: Attack Speed 1.5/1.8/2 → 1.5 flat.
Ulysse: Attack Speed 0.8/1/1.2 → 0.8 flat.
Hercules: Attack Speed 0.6/0.6/0.8 → 0.6 flat, Health 80/130/180 → 70/110/150.
Morgana: Health 30/40/50 → 20/30/40, Attack Speed 0.5/0.6/0.7 → 0.5 flat, no longer gains Attack Speed on level-up.
Vladimir: Attack Speed 0.6/0.8/1 → 0.7 flat.
Lyra: Attack Speed 2/2.4/2.6 → 2 flat.
Nikolai: Attack Speed 1/1.2/1.4 → 1.2 flat.
Bakhan: HP 20/30/40 → 10/15/20.
Yaga: HP 50/60/70 → 30/40/50, Damage 10/18/26 → 12/20/30.
Styx: HP 50/60/70 → 40/50/60.
Nina: Attack Speed is now 1.0 across all tiers.
Moral Booster: Heal 2 → 3, hold limit 3 → 2.
Tip of the Hat: Nectar gain 20 → 30.
Bulk Up: HP gain to Berserk units 25 → 30.
Silent Killer: Attack Power +5 → +4.
Member Card: Now gives a random trinket instead of an equipment.
Overwhelming Takedown: Shatter 3 → 2.
Teeth Breaker: Chitin on heal 3 → 2.
Rallying Call: Charm to units 2 → 1.
Diversion: Removed from the trinket pool (will return as a starting trinket).
Legendary Tank: HP and Chitin 40 → 50.
Birch Buckler: Health gain 2 → 3.
Test Dummy: Now sets HP to 10 (was 1) to prevent instant death.
Nettle Blade: Poison 3 → 2.
Fleeing fights no longer grants rewards.
Elite and Boss fights no longer grant Nectar.
Equipment warning now only checks battlefield units (not bench).
Purge Rituals reward now offers a choice between 3 equipment instead of a random one.
New warning message when you haven’t placed all available units.
Big boss health bar added for boss fights.
Other rewards shrink visually when hovering one.
Tooltip borders now change based on importance.
Altar node now has its own animation when granting a free trinket.
When multiple executions happen at the same time, they now trigger sequentially for readability.
Optimized overall performance, smoother map navigation.
Fixed ranged units briefly switching to idle pose between attacks.
Fixed obstacles being considered for ranged targeting.
Fixed boss fight readability with sequential execution triggers.
Fixed tutorial pop-ups timing issue and wrong unit draft size (5 → 3).
Fixed an issue where ulysse wouldn't trigger his effect (hit all enemies)
Fixed an issue where you get a blight curse fight (optional challenge) when you launch the game for the first time
Effects happening on entering the battlefield now activate on Purge Rituals fights
Purge ritual curse now change when you encounter a new one on the map without purging the last one. Thank you Unisus for reporting these issues quickly!
Hello everyone! We’ve got a fresh update for you! This one is mostly about controller support, behind-the-scenes tools, unit reworks, and some much-needed balancing. Let’s jump right in! First of all, to help us fine tune the game and its balancing, we’ve added gameplay decision tracking. Don't worry, we only collect information stricly linked to the choices you make in the game and you can disable this in the settings if you wish to do so. Thanks to that, we’ll now be able to see which units, equipment, and trinkets are picked the most in correlation to their winrate which is a great help to catch things that might be overtuned or undertuned. Be aware that this data is only used by our team to help fine tune the balancing of the game and NEVER shared externally.
You can now play Hive Blight with a gamepad or keyboard. Give it a try and tell us how it feels! We’d love feedback on controls, menus, and anything else so we can keep improving the experience.
Some of the new content is exclusive to players with beta access : Chapter 3
Chapter 3 is now playable, letting you experience the full length of a run and push your build to the limit.
The final boss is still a placeholder, but we’ll be back with a brand-new one soon!
Purge Rituals
A brand-new fight type where you can add a difficulty modifier to a battle in exchange for an extra random equipment reward.
These are all about risk and reward: some modifiers will be brutal for certain team comps but easier for others, so know your squad before you commit!
In addition to that, we also reworked a few units, buffed melee health, tweaked some enemies, and fixed some nasty bugs (those of the electronic kind). On top of that, we are also working on some new content behind the scene (final boss, new enemies...), don't worry!
As you can see, it will be base on the Devil's Tooth's mushroom Thanks again for playing and sharing feedback with us. Each update helps us push Hive Blight closer to its full form, and we’re excited to see what you think of these changes. Check out the full patch note below 👇 Enjoy!
Ludwig and Richard: Ludwig and Richard now only affect the base value of, respectively, Attack Speed and Attack Power of the units next to them. That means that other sources of stat boost will not be overwritten anymore (trinkets, items, etc.)
Bob: Now spreads healing only among wounded allies instead of everyone (avoids wasted heals)
Units
Galahad T3: Shatter 2 → 3
Azra: Healing increased on T2 and T3
Ambroise: Healing increased across all tiers
Melee units: Increased health by ~30% on most melee units for T2 and T3
Astaroth: Adjusted attack power, self-damage, and healing across all tiers
Trinkets
Lollipop: +1 → +2 to all healing effects
Fight Club: Max stack 2 → 3 and now gives +0.4 attack speed
Starting trinket Teeth Breaker: now grants +3 chitin instead of +2
Sweet Symphoney Teeth Breaker Symbiosis can now be Bob or Ambroise (was only Ambroise)
Infected Swarm now spreads 50% of poison (before poison gets reduced, so it basically spreads twice as much poison as before)
Units
Yaga: Attack power decreased on T2 and T3
Perceval: Spike decreased across all tiers
Bakhan: Poison decreased on T2 and T3
Styx: Ambush decreased on T2 and T3
Trinkets
Overwhelming Takedown: Shatter 4 → 3 to highest-health enemies; max stack 3 → 2
Bees & Love: Max stack 2 → 1
Guerilla Tactic: Ambush gain 3 → 2
Last Fumes: Ambush gain 3 → 2
Rockamouflage: Chitin gain 4 → 3
Equipment
Clocked Dagger: Ambush gain 4 → 2
Nettle Blade: Ambush gain 4 → 2
Smoke Bomb: Ambush gain 4 → 2
Test Dummy: Ambush gain 4 → 2
T3 enemies: -25% attack power
T4 enemies: -35% attack power
Rebalanced some of the hardest fights
First chapter boss slightly easier
Second chapter boss now spawns fewer enemies
Fixed crash when using Fist and Steel on Perceval
Fixed Fist and Steel triggering twice per execution
Fixed some items disappearing when equipped from the team screen (couldn’t reproduce, let us know if it happens again)
Fixed ambushed unit sometimes turning into a blank square
T3 & T4 Enemies no longer deal damage when charmed
Fixed MVB medal not showing on defeat
Astaroth tooltip now correctly says “all other allies”
Fixed bug where targeting could not be changed for ranged unit even if the different targets are at the same distance
Fixed bug where enemies would keep targeting your unit even when you switch your unit to a different tile
Steam Next Fest is now over, and we just wanted to say a massive THANK YOU to all of you who played the demo, wishlisted Hive Blight, or left a review, it means the world to us! Your support gives us the energy to keep pushing forward. Good news: the demo will stay live all the way until release, so if you haven’t tried it yet (or want to play more), it’s not going anywhere. Now, onto the actual update, both the demo and Beta have just been updated to match the current playtest version (if you don't know what I mean, go read the part "Want to try new stuff early?" at the bottom) ! But more fresh stuff is coming very soon... Here’s what’s new in this version: Quality of Life
Enemies now reposition better during fights, reducing big enemy clusters and improving readability.
Fight Club can now be bought twice
Mycelium Herald (Boss) Old → “Invincible while elites are alive. Bloom: +1 Spike from Chubristle, +15 Chitin Grimhusk, and +3 Damage from Pale Apostle.” New → “While elites are alive: Gains Invincible and Bloom: +1 Spike, +15 Chitin, and +3 Damage” Attack speed: 1 → 0.7
Big mushrooms should now appear a bit less often
Visuals
New shop animation when buying items
FX Overhaul- New FX for:
Enemy deaths
Berserk activation
Tempo triggers
Poison-spreading trinkets
Morgana’s area effect
Heartbreaker effect
Vignette when you're close to losing a fight
Fight intro for elites and bosses (to help highlight their effects)
Bug Fixes
Fixed some UI buttons not showing correctly
Fixed Blight Levels unlocking when they shouldn’t, or not unlocking when they should
Fixed exploit with Rockamouflage and Ricin Infusion triggering during the setup phase
Testing Further Beyond
Press ⬆️ during a run to unlock a very, very early version of Chapter 3. Curious? Go for it.
A few days ago (as some of you on Discord already know), we decided to slow down a bit when pushing new content to the main version. Just like we did for Bounty of One, we’ll now use a playtest branch to test features ahead of time, for both the demo and the main game! That way, we can make sure not to break our game when bringing new features to it! Want to try new stuff early?
Join our Discord: https://discord.gg/optizonion-games-915538608969101372
Grab the “Entomologist” role in the #role-here channel
In your Steam library, right-click Hive Blight or Hive Blight Demo, go to Properties > Betas, and select WIP-Playtest from the dropdown
Steam will update to the playtest version
Enjoy, and thanks again for all the love!\
Hey everyone!
If you want to help us gain visibility, the best thing you can do is play the demo, tell your friends, stream, make videos, or just spread the word in whatever way you can. It really makes a difference for us, thank you!
Also, during the Fest, you’ll be able to watch a beautifully awkward replay of me (Kobal) trying to explain the game while stuttering my way through it 😅
Not exactly pro streamer material, but hey, it’s honest work. Hope you still enjoy it!
Now let’s talk update. We’ve been reworking the map, both visually and in terms of game design. It now offers more varied paths and choices, and should feel way more interesting across runs. It’s still a work in progress, we plan to add new node types and continue improving variety, but it’s already in a much better place, and we wanted you to try it out right away.
We also took the ooportunity to add our native language, French, to the game! This should rejoice those who speak the "langue de l'amour".
Please give it a try if you're a fellow french speaker because, as most people, we are very bad at not making mistakes in our own language....
After this, our next focus will be adding more variety with enemies and nodes, to keep the experience fresh and strategic.
Hope you enjoy the update! As always, we’d love to hear your thoughts — feel free to share your feedback here or on Discord !
Enjoy!
Map rework (New node for evolution, new generation)
French Added
Boss rewards now include Starting Trinkets
New fight for elites
Cloaked Dagger (Equipment) - Ambush ammount: 3 -> 4
Cloaked Dagger (Equipment) - Attack Speed gain: +0.2 -> +0.1
Toxic Pollen (Trinket) - Poison inflicted: 4 -> 8
Ricin Inusion (Trinket) - Poison inflicted: 4 -> 5
Rockamouflage (Trinket) - Chitin received: 5 -> 4
Myrtle bow and Webbed Harp now show the correct tooltips
Multiple grammatical and understandability fixes
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Hive Blight, 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 Hive Blight 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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