
🩸Description:
Dive into the darkness with "Blood Moon Horror," a spine-chilling 1-8 player online cooperative psychological horror game. Players are scientists sent by the shadowy corporation NovaTech Biogenics to investigate a series of abandoned space stations that were part of the Echo Project. This project aimed to study The Signal, a mysterious and potentially dangerous anomaly linked to the Blood Moon—a celestial event that drastically alters the environment and the minds of those exposed to it. As the Blood Moon rises, the stations transform into nightmarish mazes filled with horrors, and the scientists must uncover the truth, survive, and escape before they are consumed by the madness. Navigate through the eerie shadows with your friends, evading alien predators and uncovering dark secrets in an unforgettable lunar adventure.

🔊 Proximity Voice Chat
Enhance immersion with proximity-based voice communication, allowing you to coordinate with teammates—or hear their final screams—as you navigate the moon's haunted corridors.
🎮 Immersive Graphics
Experience high-fidelity visuals that bring the lunar nightmare to life, from flickering lights to the grotesque details of alien infestations.
👾 Evolving Threats:
Face off against a terrifying enemy already lurking in the shadows, with two more fiendish foes currently in development.

🤝 Thrilling Multiplayer Co-op:
Team up with friends in a bone-chilling cooperative experience. Test your bonds and work together to overcome the horrors that await.
🧭 Survival and Exploration:
Immerse yourself in the eerie atmosphere of the abandoned moon base, where danger lurks around every corner. Scavenge for resources, find crucial clues, and unravel the mystery of the alien infestation while staying one step ahead of your extraterrestrial hunters.
🌀 Procedurally Generated Base:
Experience a fresh layout every time you play, thanks to the procedurally generated moon base. Each playthrough offers new challenges and secrets to uncover.
🧠 Adaptive AI:
Encounter intelligent alien hunters that adapt to your strategies. No two encounters are the same, keeping you on edge throughout your journey.
👁️ Immersive First-Person Horror:
Step into an intense, first-person psychological horror adventure. Explore a narrative-rich world filled with tension and dread, ensuring you stay on the edge of your seat.
🧑🔬 Customizable Playable Characters:
Choose from 1 character model with 6 unique color variations to personalize your experience. Each variation allows you and your friends to identify your scientist in the midst of chaos, making teamwork and survival all the more immersive.


🛒 Add to Wishlist Now
Ready to face the terror of the night? Wishlist "Blood Moon Horror" on Steam now and prepare for an unforgettable journey into fear with your friends. Survival is not guaranteed.
💬 Stay Connected
Stay connected and join our community on Discord for the latest updates and discussions!
[hr][/hr]Summary: Sharper AI, new electric puzzle, visual upgrades, improved onboarding, environment overhaul incoming, and major December systems update. This is a large monthly patch with even bigger updates on the way.
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Enemy AI Now Fully Dangerous
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[table colwidth=\",,\"]Change
[/th][th]Detail
[/th][th]Why it matters
[/th]Functional Attacks
Enemies now reliably attack players as soon as they have a valid target and are in range.
Encounters now carry real threat stealth and movement choices matter more.
Improved Behavior Logic
Hunt Chase Search transitions refined for smarter, more responsive AI decision making.
Chases feel more cinematic, more intense, and less RNG-driven.
Animation & Blend Fixes
Improved attack animations, removed micro-stutters, and smoothed blend spaces.
Enhances immersion and helps players read enemy intent and timing.
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[hr][/hr]\n
New Puzzle Electric Switch Challenge
\nTurn switches on/off in the correct sequence to move two mechanical dials into the sweet spot. \nIts dynamic, cooperative, and can be abruptly interrupted by enemy activity.\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44472180/2a2729ed22356491abffa88f1271410149cdf29d.gif\"][/img]
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Mechanic: Each switch modifies one or both dials. Align both dials within the highlighted range to complete the puzzle.
[/*]Teamplay: Meant for communication-heavy runs players call out values, timing, and alignment.
[/*]Tension: Enemy proximity, hazards, and timing pressure can disrupt progress, forcing you to reset or re-coordinate.
[/*]Replayability: Switch effects, values, and dial behaviors vary per run for procedural difficulty.
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[/*]
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Voice Chat Improvements
Toggleable Voice Chat Accessible via settings or quick menu for immediate control.
[/*]Voice Activity Indicator Displays who is speaking during gameplay for better coordination.
[/*]Privacy & UX Focus Default voice chat remains off for players who prefer silence or text-only play.
[/*]
Visual & Environmental Upgrades
Polished materials and props across multiple rooms and corridors.
[/*]Updated lighting passes with deeper shadows, cooler tones, and enhanced readability of interactables.
[/*]Improved post-processing: subtle grain, bloom tuning, and color grading adjustments.
[/*]New decorative assets to improve immersion and room-to-room variation.
[/*]
Better Player Onboarding
A new User Widget Guide appears the first time a player loads into a map.
Explains core controls, objective basics, pinging, and puzzle interaction rules.
[/*]Does not auto-close you dismiss it manually.
[/*]Available later from the pause menu if you need a refresher.
[/*]
Progression System In Development
\nFoundational backend systems for leveling, XP tracking, and reward progression have been added. \nNo full UI yet those arrive in the next major update.\n
[hr][/hr]Additional Improvements
Ambient Sound Logic Updated: Cleaner transitions between default proximity chase themes with randomized transition lengths.
[/*]Menu Sound System Improved: Ambient loops rotate smoothly; random one-shot sounds added to improve atmosphere.
[/*]World Generator Optimization: Cleaner modular generation code, faster room validation, and better performance.
[/*]Networking Stability: Reduced client desync, improved movement replication, and smoother lobby transitions.
[/*]
Fixes & Stability
Resolved multiple movement desync issues across clients.
[/*]Fixed lighting flicker in some dark rooms.
[/*]Improved AI pathfinding performance and room-transition stability.
[/*]Fixed rare crash when joining a lobby during environment loading.
[/*]Tons of minor QoL tuning across interactions, UI, sound, and world generation.
[/*]
Known Issues / Coming Next
Environment Issues (Big One): Some rooms/modules do not align correctly visible gaps, misplacements, incorrect snapping, and floating/overlapping meshes.\nThese will be fixed in the next small patch. Coding first; modeling and alignment pass next.
[/*]Slow Game Closing: Exiting the game may take longer than expected.\nCaused by the early save-system writing player progress on shutdown.\nFull rewrite for December major patch.
[/*]Electric Puzzle Spawn Locations: In the next small patch, more spawning locations for the Electric Switch Puzzle will be added across maps for better variety and replayability.
[/*]New Puzzles Coming: Fusebox puzzle and Generator puzzle coming soon.
[/*]More Sound System Refinements: Dynamic monster sounds, proximity layers, and persistent/non-persistent ambient pools are still being polished.
[/*]Next Major Update (Next Month): More AI depth, more environmental content, more puzzles, and new gameplay systems.
[/*]Leveling System Expansion: UI, unlocks, and progression rewards are coming soon.
[/*]Hotfixes: Smaller patches will roll out as bugs are confirmed and addressed.
[/*]
Patch Notes (0.5)
Enemy AI now properly attacks and transitions between states.
[/*]Added Electric Switch Puzzle with dual-dial mechanics.
[/*]Voice chat toggle added with speaking indicator.
[/*]Improved visuals, more props, better lighting.
[/*]New User Widget Guide for first-time players.
[/*]Progression system backend implemented.
[/*]Added more Electric Puzzle spawn points coming next patch.
[/*]General performance + stability improvements.
[/*]
Thank You
\nYour feedback drives the development of Blood Moon Horror. \nMore scares, more content, and more surprises are coming. \nStay with us the next months will be huge.\n
Quick Patch Stability & Temporary Fixes
\nHey everyone,\nThis is a small interim patch to smooth out some of the biggest issues from the last build. Enemy AI should get stuck less frequently (if at all), and every level now guarantees at least one active mission objective.\n\nThis isnt the big AI overhaul yetbut it should make your runs smoother and more playable while we finalize the next major patch. \n
\n[hr][/hr]\n\n\nWhats Fixed / Improved
\n- \n
Enemy AI pathing adjusted navigation logic to reduce cases where enemies freeze or fail to pursue players.
\nMission spawning ensured that every level includes at least one functioning mission objective.
\nGeneral stability small backend tweaks to reduce runtime hiccups and improve overall consistency.
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Next Major Patch Focus
\n- \n
Full AI rework smarter pathfinding, dynamic decision-making, and better scare timing.
\nMission system improvements more objective types, clearer mission tracking, and varied gameplay flow.
\nEnvironment upgrades visual polish, atmosphere passes, and refined lighting to elevate tension.
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Keep the Feedback Coming
\nThis small patch is just the start of broader fixes in progress.\nYour reports help a lotespecially with tracking AI behavior and mission inconsistencies.\nJoin our Discord to share clips, feedback, or suggestions:\nClick\n here to join the community
\n[hr][/hr]\n\n\nThank You
\nWe appreciate your patience as we roll out these fixes. A major patch is in development, and itll bring deeper improvements across AI, missions, and performance.\nSee you under the Blood Moon.
Smarter, Deadlier Enemies
[table equalcells=\"1\" colwidth=\",\"]Change
[/th][th]Why it matters
[/th]Improved Enemy AI
Enemies now navigate environments more intelligently and react dynamically to player actionsmaking every encounter more tense and unpredictable.
Better Animations
Enemies now move and attack with refined motion blending and smoother transitions, enhancing immersion and horror presence.
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[hr][/hr]\n
Player Experience Overhaul
Refined Player Movement Movement feels tighter, smoother, and more responsive based on your feedback.
[/*]New In-World Ping System Communicate silently with your team. Mark points of interest, threats, or objectives directly in the world.
[/*]Overhauled UI Cleaner visuals, more readable fonts, and a modern interface across menus and in-game HUD.
[/*]
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[hr][/hr]\n
Visual & Environmental Improvements
Enhanced Lighting & Materials Better reflections, shadows, and surface detail across all environments.
[/*]New Models & Props More variation in rooms and corridors, adding depth and realism to your exploration.
[/*]Diverse Environments Were pushing for richer world varietyexpect new textures, layout changes, and atmospheric additions.
[/*]
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[hr][/hr]\n
Gear & Settings
Better Flashlight Brighter beam, improved range, and more reliable coverage in pitch-dark spaces.
[/*]Camera FOV Slider Customize your perspective easily, no config edits required.
[/*]
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[hr][/hr]\n
Fixes & Stability
Resolved issues with movement desync between clients.
[/*]Fixed occasional lighting flickers in dark rooms.
[/*]Improved performance during AI pathfinding and room transitions.
[/*]Fixed rare crash when joining a lobby while environment loads.
[/*]
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[hr][/hr]\n
Known Issues / Next Up
Environment Diversity Expansion Continuing to add more unique room types and environmental storytelling elements.
[/*]Sound System Improvements Were refining ambient transitions and proximity-based audio for even deeper immersion.
[/*]
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[hr][/hr]\n
Patch Notes (0.4)
Completely reworked Enemy AI with improved logic and animations.
[/*]Overhauled player movement based on community feedback.
[/*]Added in-world ping system for cooperative communication.
[/*]Major UI redesign for menus and HUD.
[/*]Improved visual fidelity, lighting, and new models.
[/*]Performance optimizations and crash fixes.
[/*]
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[hr][/hr]\n
Thank You
Your feedback is driving these updatesthank you for testing, reporting, and helping shape Blood Moon Horror. More environmental and AI updates are already in the works!
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[hr][/hr]A Sincere Apology + Demo Status
Hey everyone,\nWere truly sorryfor the delay and for the bugged demo launch. Weve shipped fixes and the demo should be working fine now. Over the next few weeks, well roll out steady updates to keep improving your experience. \n\n
[hr][/hr]\n
What Were Improving Next
Smoother animations tighter movement, cleaner transitions, better first-person feel.
[/*]Better replication more reliable multiplayer state, fewer desyncs, cleaner handoffs.
[/*]New missions fresh objectives to make each run tenser and more varied.
[/*]Environmental upgrades lighting, atmosphere, and points of interest for deeper mood.
[/*]UI enhancements flashlight icon, better inventory + showing exactly what the objectives are and more.
[/*]
Known Focus / Next Up
Enemy AI actively working on smarter behavior and scarier encounters.\n
[/*]
About the Full Release
We hear you. Well do our best to release the full game as soon as possible. Until then, expect frequent demo updates as we keep polishing animations, replication, missions, and the environment.
[hr][/hr]Tell Us What To Improve
Your feedback guides the next patchesmissions, QoL, scares, anything.\nJoin our Discord: Click here to suggest features & report issues
[hr][/hr]\n
Thank You
Thanks for every bug report, clip, and suggestion. Your support helps us shape Blood Moon Horror into the scariest version it can be. See you under the Blood Moon.
Co-Op & Objectives
\n[table equalcells=\"1\" colwidth=\",\"]Change
[/th][th]Why it matters
[/th]Clients can collect notes
Progress now counts no matter who finds documentsteams dont bottleneck on the host.
Compass points to teammates & objectives
Easier splits and regrouping; see allies and goals at a glance to keep momentum up.
Extra objective at spawn fixed
No more phantom task appearing at match start.
Fear & Presence Systems
\n- \n
Working scare effect No longer triggers at the beginning of a match; timing and gating are corrected so scares land when they should.
\nLiving Presence tuning Detection range reduced for cleaner signal; nearest-presence now matches on client & server correctly.
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Gear & Settings
\n- \n
Better flashlight Clearer visibility and more reliable targeting in dark spaces.
\nCamera FOV slider Dial in your preferred view without modding INI files.
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Fixes & Stability
\n- \n
Resolved: extra objective spawning on start.
\nResolved: client not registered as a living presence when adjacent to another player.
\nResolved: presence indicator range was too generousnow tighter and more informative.
\nAddressed: notes falling through floor on client during generation; monitoring for edge cases.
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Known Issue / Next Up
\n- \n
Enemy AI Currently working on making the enemy AI better.
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Patch Notes (0.3)
\n- \n
Clients can collect notes; collection no longer host-gated.
\nCompass now tracks players + objectives to support team splits.
\nScare effect timing fixed; no early-match triggers.
\nLiving Presence range reduced; client/server parity fixed.
\nBetter flashlight behavior and clarity.
\nAdded in-game FOV slider.
\nFixed extra objective spawning at start.
\nNotes-through-floor issue addressed on client (continuing to monitor).
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Thank You
\nKeep the reports comingyour clips and notes directly shape the next patches.
Hey everyone,
Weve just deployed a small patch to address some of the issues youve been reporting and to smooth out the multiplayer experience. Thanks for your patience and all of your feedbackkeep it coming!
[hr][/hr]Patch Notes
Camera
Fixed camera clipping in tight spaces and during rapid movements. No more sneaky glitches!
[/*]
Multiplayer Improvements
Optimized network sync for smoother gameplay.
[/*]Further tweaks to multiplayer logic, players should now not be left in the lobby, or at least less frequently.
[/*]
Game Loop
Improved end-of-game handling: if all players die, youll now be returned to the lobby automatically.
[/*]
Thanks again for playing and helping us make the game better. If you run into any more issues or have suggestions, please let us know in the comments below or on our Discord.
A simple, two-panel visual guide to help players survive the Blood Moon horrors.

Multiplayer Re-Enabled
[table equalcells="1" colwidth=","]Change
[/th][th]Why it matters
[/th]Steam Sockets NetDriver is now compiled in & on by default.
Gives secure NAT traversal and cross-platform relays while shaving 15 ms off median RTT in EUUS tests.
9999 ms ping bug fixed
Server browser finally shows real latency instead of the placeholder value older drivers produced.
Version lock
0.2.2 clients only list 0.2.2 servers to prevent mismatched packets.
Visual Clarity & Performance
Reflections dial-down We lowered Screen-Space Reflection quality per Epics guide, recovering 5-10 FPS on mid-range GPUs while reducing the hall-of-mirrors look.
[/*]Brightness pass Auto-exposure upper limit raised by +0.3 EV, leveraging the extended luminance range option for more readable nights without losing mood.
[/*]Updated Lumen presets UE 5.6 ships with cheaper global-illum tweaks; we adopted those for parity lighting at the same frame cost.
[/*]
Smarter, Meaner Monsters
Our enemies now run a Utility AI brain evaluated every 0.25 s, then follow a pacing Director that decides when to stalk, ambush, or panic teams.
Highlights
Aggro Meter Fills at 0.25 pts/s and +5 pts per document, then decays if you escape.
[/*]Dynamic scaling Volley damage and hunter pack size grow over time for rising tension.
[/*]Volley combat New attack montages trigger damage spheres mid-swing for readable telegraphs.
[/*]Evade & teleport Hunters reposition when kited or spotted too early, maintaining pressure.
[/*]
Expect two more AI iterations: were analysing gameplay clips to fine-tune stalk distance, flee triggers, and volley size.
[hr][/hr]Enemy AI Under the Hood
[table equalcells="1" colwidth=",,"]Sub-system
[/th][th]Core Function
[/th][th]TL;DR
[/th]Perception
OnPerceptionUpdated
Sight + hearing with 2 % miss chance so monsters stay imperfect.
Utility scoring
EvaluateUtility
Weighs nine actions (Idle Evade) every 0.25 s.
Aggro loop
UpdateAggro
Time-based gain, doc pickups, decay, and hint spikes.
Volley attack
DoAttack / HandleAttacking
Plays random montage fires synced damage sphere up to 5 hits.
Director hooks
OnDirectorHint
Guides two closest active hunters toward the lowest-threat player to balance pacing.
Roadmap
Hint System UI In active development; ties Director cues to on-screen prompts so late joiners orient quickly.
[/*]Objective Overhaul Layered tasks beyond collect docs, adding strategic choices per match.
[/*]AI Polish Pass Audio barks, death animations, and final balance scheduled for the next two patches.
[/*]
Patch Notes (0.2.2)
Migrated core project to Unreal Engine 5.6.
[/*]Enabled Steam Sockets networking by default.
[/*]Fixed server browser ping mis-reporting.
[/*]Reduced Screen-Space Reflection quality & lowered reflection capture resolution.
[/*]Exposure +0.3 EV for night readability.
[/*]Added Utility-AI brain, adaptive aggro, and synced attack montages.
[/*]Memory still down ~40 % from prior texture trims and pooling.
[/*]Director now enforces lull windows to avoid constant panic spikes.
[/*]
Thank You!
Thanks to everyone for the support and feedback so far. If you run into any issues, please let us know! Your feedback drives every patch!
Hello everyone,
We've just rolled out a small but impactful update, focusing on enhancing your gameplay experience. Here's what's new:
Reduced RAM Usage by 50%
Weve slashed RAM usage by ~3040%! This major reduction should help players on lower-spec machines and reduce memory-related issues.
Crash Fixes & Stability
Weve aggressively minimized crashing and memory leakscrash frequency is now much lower. That said, were still monitoring and addressing any rare issues that pop up.
Optimized Project Size
We've reduced overall project size significantlydown by over half. This will help with download times and storage overhead.
Whats Next?
Smarter AI: Were actively working on AI improvementsmaking enemies more intelligent and reactive.
[/*]Hint System Progress: As promised, the hint system is still in development.
[/*]
Context & Tech Breakdown
We utilized profiling tools to identify the biggest memory hogstextures, asset loading, and runtime allocationsand focused our efforts there
We trimmed oversized textures, cleaned up unused assets, and implemented object pooling where needed. Bonus: the in-engine Addressables-style loading now loads assets just-in-timereducing peak memory even further
Why This Matters
Less RAM = fewer crashes and better performance on mid-range systems
[/*]Smaller build = quicker downloads and less disk usage
[/*]Smart AI & hint systems = more polished, immersive experience
[/*]
Thanks to everyone for the support and feedback so far. If you run into any issues, please let us know! Well continue reporting back as AI gets smarter and the hint system becomes fully integrated.
Hello everyone,
We've just rolled out a small but impactful update, focusing on enhancing your gameplay experience. Here's what's new:
Graphics Enhancements
We've fine-tuned the visuals to make the game more immersive and visually appealing. Expect crisper textures and improved lighting effects that bring the game world to life.
Control Adjustments
By popular demand, the default mouse controls are now set to standard orientation. No more inverted mouse by defaultthough you can still switch back in the settings if you prefer.
Sound Improvements
Audio has been refined for a more immersive experience. You'll notice clearer sound effects and better audio balance throughout the game.
Performance Boosts
Significant optimizations have been implemented to enhance performance. You should experience smoother gameplay and faster load times across various systems.
Upcoming Features: In-Game Hints
We're currently working on integrating a hint system to assist players during challenging moments. Stay tuned for more details in future updates!
Thank you for your continued support and feedback. Your input is invaluable as we strive to improve the game.
Happy gaming!
Event Description:
We're incredibly excited and deeply thankful to announce that the demo for Blood Moon Horror is now live!
This is your chance to experience the first slice of our intense, horror game set in the far reaches of space. Explore eerie environments, survive the unknown, and uncover chilling secrets that hint at the full story yet to come.
The demo gives you a first taste of the ambiance, gameplay mechanics, and fear-focused design that define Blood Moon Horror. Its just the beginning and we couldnt have reached this point without you, our community.
Mark your calendars:
On August 27th, Blood Moon Horror enters Early Access. Expect new areas, expanded content, refined systems, and many updates shaped by your feedback. Early Access is our way of building this world together your voice matters.
Whether you're here for the scares, the story, or the survival thank you for being a part of this journey. Your support, encouragement, and passion keep the horror alive.
Download the demo now and wishlist the game to be ready for Early Access!
From the entire team: Thank you for playing, supporting, and believing in Blood Moon Horror.
Major Update Highlights
Gameplay Loop & Progression:
- Completed the core gameplay loop.
- Introduced early-stage progression systems, including:
- Shops offering perks that persist across lobbies.
- Experience points (XP), levels, and in-game currency.
- Unlockable skins and more.
AI & Procedural Generation:
- Overhauled AI for more dynamic and challenging encounters.
- Implemented fully procedural dungeon generation with optimized loading times.
Systems & Features:
- Added objectives and notes systems to enrich gameplay.
- Developed a fully functional inventory system.
- Improved network replication for smoother multiplayer experiences.
- Introduced a comprehensive settings menu.
- Optimized performance and animations.
- Added new enemy types to diversify challenges.
Currently in Development
We're continually working to improve and expand the game. Here's what's in the pipeline:
- Enhancing monster audio, including footsteps and idle sounds.
- Revamping the lobby for better user experience.
- Finalizing the shop and progression systems.
- Upgrading the overall gameplay loop.
- Expanding dungeon variety with more rooms and corridors.
Join the Conversation
We value your feedback and would love to hear your thoughts on the latest updates. Join our community discussions and let us know what you think!
Join the Discussion
Thank you once again for your incredible support. We're excited about the journey ahead and can't wait to share more with you soon!
Stay tuned,
Steve
Hey everyone,
We're excited to share that Blood Moon Horror has just hit 1,000 wishlists! This is a huge milestone for us, and we're incredibly grateful for all the support. Whether you're here because you can't wait to play the game or you're interested in our development journey, we appreciate you.
We're hard at work on a demo that's coming out in the next couple of months. We're really looking forward to everyone getting a chance to experience what we've been creating.
Also, keep an eye on our YouTube channel in the coming months. We'll be releasing sneak peeks and more to give you a taste of what's to come.
Your feedback and ideas are always welcome. Don't hesitate to share what excites you about the game or any suggestions you have. Engaging with the community is something we love.
If you haven't joined yet, consider following us on our Discord and social media channels for the latest updates.
Thanks again for being part of this journey! Your support means the world to us!
Minimum Setup
- Processor: Intel Core i5 @ 2.5 GHz or equivalentMemory: 8 MB RAM
- Memory: 8 MB RAM
- Graphics: NVIDIA GeForce GTX 1050 ti | AMD R9 380 or equivalentNetwork: Broadband Internet connection
- Storage: 10 GB available spaceAdditional Notes: 60 FPS for Medium settings (With no Upscaling)
Recommended Setup
- Processor: Intel Core i5 @ 3.0 GHz | AMD Ryzen 5 or equivalentMemory: 16 MB RAM
- Graphics: NVIDIA GeForce GTX 1060 | AMD RX 470 or equivalentNetwork: Broadband Internet connection
- Storage: 10 GB available spaceAdditional Notes: 60 FPS for High settings (With no Upscaling)
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