
Hello everyone,
Since the game's launch, we've received a massive amount of feedback. We are incredibly sorry for the negative experiences some of you have had. After reviewing your comments, we are currently working around the clock to resolve the following issues:
Enemies Spawning on Players: Enemies frequently spawn directly at the character's feet, dealing instant damage and leaving players with absolutely no time to react or dodge.
Lack of Healing Methods: Players have widely reported that survival pressure is too high.
Unreasonable Difficulty Curve: The initial levels are too difficult, discouraging many new players before they can experience the core fun of the game. In the late game, due to stat bloat, it easily turns into either purely crushing the enemies with stats or getting completely overwhelmed by massive swarms.
Build and Character Imbalance: Ranged characters have a much higher margin for error and damage ceiling than melee characters. The acquisition of certain crucial items is too random; without getting the "key" items, it's impossible to put a build together.
Poor Performance Optimization (Frame drops, stuttering, crashes): In the late game or in specific levels like "Blinding Purgatory," as the number of enemies and visual effects increases, the game experiences severe frame drops, freezing, and even crashes.
Keybinding Changes Invalid/Resetting: After customizing keybindings, the in-game UI prompts still show the default keys. Additionally, every time the game is restarted, the key settings automatically revert to default.
Stat Overflow Bugs: When damage gets too high in the late game, the system experiences calculation errors, resulting in no damage being dealt or the inability to trigger lifesteal effects.
Achievement and Save Desync: Achievements unlocked in the playtest version have disappeared in the official release, and some players are unable to get achievements or rewards after clearing already-completed levels.
Other Specific Bugs: Skipping to the next level the moment a chest is opened causes the game to get stuck on the item selection screen; Demon Roulette rewards overlapping with teleporters lead to accidental interactions.
Extremely Low Visual Clarity: The cross used to clear the level, the Reaper, and enemy projectiles are often obscured by massive enemy swarms or background/coins of the same color, causing players to die without knowing why.
Weak Hit Feedback: Lacking screen shake or red border warnings, players often don't notice they are losing health during chaotic fights.
Field of View Too Small: There are too many black blind spots, and the visible range is too narrow, further compressing the space for movement.
Cumbersome Inventory and Gear System Interactions: When there are too many buffs, the buff bar overlaps the left side of the inventory, and the wrench adjustment UI also blocks the view. The descriptions for synergy and enchantment connection effects are not intuitive enough, making it hard for players to tell if a buff is active.
Poor Controller Support: There are disconnect issues, confusing UI navigation logic, a lack of an option to turn off vibration, and poor support for certain controller models (like the Switch Pro controller).
Lengthy Tutorials and Story: The shop tutorial process is repetitive and tedious; story dialogue skips too fast and needs a "press twice to proceed" feature.
Localization and Translation: There are grammar errors and inconsistent tones in the Korean and English translations.
These are the main issues we have summarized so far. We welcome you to continue pointing out new issues, and we will be grinding away to fix them one by one!
Sorry to keep you all waiting! After 3 years in development, our game is finally live today!
Our playtest will be closed at soon.
The release version is also moving forward at a fast pace.
It's less than 24 hours until the release version is launched.
Please stay tuned!
After this Steam Next Fest, the game received 200,000 wishlists, this is a result far exceeding our expectations!
The release version of the game will be launched on February 20, 2026. We will continue to refine it until it is ready for release. Thank you all for your playing and anticipation!!
Added: User Guidance
Added: Survival mode. You must survive for a certain period of time to pass the level.
Added: Add common treasure chests, wooden hammers, and gold hammers at the map nodes.
Added: Window mirror, drag and drop to copy the item to the store after use
Added: Low-income card. When shopping, the store will display the lowest-star items in the backpack.
Added: The reward for the map node is Star Dust. It upgrades the lowest-star level of the three offerings in the inventory.
Added: There will be 10 seconds of invincibility after the cross appears.
Improvement: The selection of the purgatory and the choice of the first level map can be reversed.
Improvement: Enhance performance
Adjustment: No longer dropping common treasure chests in each level. Instead, a store will appear in each level now.
Adjustment: Increase the amount of money dropped in each level
Adjustment: Reduce the impact of the weight of the same item, to prevent the situation where only repetitive items are easily obtained in the later stages.
Adjustment: Reduce the strength of the Void Treasure Basin
Adjustment: Increase the experience gained upon completing each level
Adjustment: Enhance the AI of monsters
Fix: In battles, the lost chips that were not picked up are not considered as lost chips. Only the chips that were not picked up by the end of the battle count as lost chips.
Fix: The upgrade scroll point disappears when it is cancelled.
Improvement: Prevent the Grim Reaper from reappearing on the face.
Improvement: Increase the duration of some souls
Improvement: Remove the "discard" button and add a secondary confirmation. Move the button downwards to prevent accidental touching.
Adjustment: The flight speed of the projectile has been changed to a maximum of 50.
Adjustment: The falcon wings have been changed to be rare and have a maximum star level of 3.
Adjustment: Thornmail armor has been changed to reduce fixed HP instead of a percentage.
Adjustment: The maximum star level of the Blood Pact is 10.
Adjustment: The upper limit of the picking range has been changed to 10.
Improvement: The "Life Seed" has been changed back to a fixed health regeneration system.
Improvement: The phoenix feathers are now changed to provide a percentage-based healing effect.
Improvement: If a small monster is killed quickly, generate it again promptly to prevent wasted projectiles.
Improvement: The Celestial Starmark now drops Priest's Soul.
Improvement: Monsters won't spawn on the player's face.
Improvement: Reduce sprint cooldown
Improvement: The cross will now appear as soon as the过关 conditions are met, rather than only when the damage reaches a certain level.
Adjustment: The maximum health value of the compassionate heart is now set to 1% instead of 1.
Adjustment: The life seed will reduce the invincibility time.
Adjustment: The Phoenix Feather can only be restored once per level.
Adjustment: Increase the restoration amount of the Nightmare Tome, the Ghoul Codex, and the Spell Well.
Adjustment: Increase the maximum star level of the Soul Summoning Lamp and remove the quantity limit.
Fix: Fixing the situation where a single wooden stick being reduced by half does not affect the attributes added by the Seal.
Add a level-clear condition based on total damage.
Add the "Wrench" item, which can be used to change item ports.
Add a backpack button to the "three-choice treasure chest" interface for easy item checking.
Add the "Kitchen Knife": Killing enemies with it drops health-recovery items.
Add the "Void Passbook": It can convert lost chips into normal chips.
Add the "Void Treasure Pot": It multiplies the amount based on lost chips.
Mark the maximum star level for each item.
Extend the duration of short-lived buffs, such as "Blood Moon Fang".
Highlight other items that can be synthesized.
Enable interface rotation by simply hovering the mouse over an item, without the need to click and select it first.
Display the "Retry" button before the level settlement screen.
Allow direct use of "Wooden Hammer" and "Golden Hammer" to upgrade item stars immediately, instead of waiting for the next battle after linking them.
Ensure the store always sells the "Wrench".
Fix the issue where the "Nightmare Tome" was not taking effect.
Fix the bug where items in the "Cursed Seal Store" reappear when the UI is closed and reopened after purchase.
Fix the problem where "Penetration" effect could go beyond the map boundaries.
Fix the bug where the spell energy value was sufficient but displayed as insufficient.
Fix the issue where pressing "V" to switch modes was visible when clicking on cursed seals in the encyclopedia.
Adjust the "Thief Cursed Seal".
Adjust the maximum explosion limit of "Splash Grenade Dash".
Remove the requirement to touch the cross; holy light will appear automatically once the level-clear condition is met.
Adjust the balance and unlock levels of a large number of items.
The game has surpassed 100,000 wishlists and is still growing rapidly! Thank you all for your strong support!
Currently, the game is still in a small-scale closed beta test. Once it becomes stable, the test scope will be gradually expanded.
Meanwhile, everyone is also looking forward to the Steam New Releases Festival in October!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for SealChain: Call of Blood, 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 SealChain: Call of Blood 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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