Bloodlines of Prima
0,39€ 0,39£ 0,49$ / 90 %
Partial Controller Support
Peak CCU Yesterday
0 .. 20,000 +/-
Players - Since release
Players - Last 2 weeks
Average playtime (forever)
Average playtime (last 2 weeks)
Median playtime (forever)
Median playtime (last 2 weeks)
|Public Linux depots|
BoPLinux [4.57 G]
Submition needs to be reviewed before it it will show on the game's webpage!
Only accepting reviews of games played/recorded on Linux
We squeezed in a quick hotfix to address some of the issues reported to us over the last few days.
Special thanks to everyone who has taken the time to report bugs to us. We are chugging through the feedback and will be getting things fixed as quickly as we can.
Pick the location and summon it in the sky above you.
We found a rare cooldown bug when the server was shut down a certain way. It was enough of a bug to work this weekend and get it done. We got some others along the way too.
Quick Patch Notes 0.9.1.29
We fixed a ton of bugs this week. Like all the real bugs we had. Also a pretty decent pass over AI, refining them a bit more. We are ready to build the world out now.
We have decided to push out an update by every Tuesday. Streaming and other update schedules to follow shortly. This update includes a much needed quest log, better quest descriptions, refined help screens, cleaned up tool-tip and plenty of bug fixes. The polish never stops, leave us feedback!
Hopefully we can push out an update every weekend, at least a news update, This weeks update addresses some long standing bugs that we tracked down thanks to one amazing player. We are also raising the starting points to 32 now. Next update will hopefully feature a map and better starting experience.
To see the full road map with all the changes listed, check out our Trello!
Pushing for 1000 Users
We will be putting Bloodlines of Prima on sale for 90% off to drastically increase our player base! Since weve been in early access, we havent really advertised at all. Now that the game is stable and the underlying systems are working well, we are focusing on getting players into the game. We are ready for feedback on current systems as well as:
Player Hosted Servers
A huge aspect of this game is the fact that players can host their own servers and have it show up on the server list for other players to join. There are plenty of variables that can be changed to influence how the player hosted server functions. We are working on a very detailed post that will explain how to get a server up and running, also expanding on the options you can change and what effects it will have on the server.
We have a WebGL demo available for anyone who wants to try it out. There will be a more detailed post about it coming soon, but for now you can try it out here.
Expanding on the game lore and implementing it into the game for the players to piece together has been a focus since the beginning. The backstory for this game is extensive. We are in the process of writing up lore pages to explain just enough story to the player so they can understand what the goals of the game are.
Biggest update so far. Only major system lacking is server events, while minor systems around solo questing can easily be fitted with the new focus. Next patch will be 0.9.1 and ever closer to our future release goal of 1.0.0 leaving early access.
Overall the quality of life should be substantial improved. We have more work we can put in, but for now we should be able to focus on creating fun challenging content for the game rather then continually troubleshootings oddities from our basic systems. That almost always went back to Unet's fault anyways
While we had a nice base for a world before this patch, but we really went ham this time. Floating cities, 4k textures, and nostalgia inducing music are just the surface of current adjustments and additions.
Patch 0.9.1 will introduce a dynamic ziggurat and server quest for players. The changes this patch should facilitate the coming additions nicely. Overall everything fits neatly into the bigger story of Prima. Pages that highlight these story elements will be appearing soon.
Essential changes have taken place. We doubled health, thirst, and hunger max values. Adjusted ability cooldown, energy cost and damage to make all abilities competitive. Drop rate for Uncommon or better items was gutted, like have fun getting an uncommon outside of a group or harvesting. Tooltips show icons now for quicker understanding of what the player is moused over. Oh, we also added targeted abilities to boot.
This was huge, nothing will be this big again. We had some backlog to take care of thanks for Unet failing us so hard. We couldn't get more then a few players on a server at a time. Now we should be able to handle hundreds now. Several bugs and problems we had to code around are gone now.
Now for patch 0.9.1 and introducing the dungeon Mymosa has been working on. Should provide hours of content after its said and done. The next patch will have the server quest system live as well. Server progression really is coming into focus.
Hopefully we can reach 1000 ccu soon! To make this possible we will be giving out steam keys in all of our social media channels till we reach this goal. Thanks for all you support so far, so check out our live streams on Youtube, Twitch, Mixer or Dlive!
Hey guys! It's come to my attention that the learning curve for BoP is a bit steep when you first start playing. We're working on making it smoother for players to ease in to, but for now this Quick Start Guide should help. Feel free to let me know if anything else should be covered here.
Controls can be modified by using the input menu on the game launcher.
Gameplay relies heavily on the Transmute (crafting) system. You can craft healing items, food and water by using the transmute system. Place items in the materia and animus slot then hover over the FUSE button to see the transmute results. Experimenting with the transmute system is a good way to clear up space in your inventory.
Gear can also be upgraded by utilizing the transmute system as well. For example, 2 ore can be transmuted into a bar. Transmute a bar and a piece of gear to upgrade it!
Abilities are tied to the rings that players equip to their character. There are hundreds of abilities to discover and were always developing more. Mix and match abilities to suit your playstyle or to help you through a difficult encounter.
As you level up, Bloodline points become available to you. These points are permanent. Even if you die and lose all of your inventory, you will still have your Bloodline points on your next respawn.
This should cover the basics to get you started out in the right direction. If you have any questions or comments, don't hesitate to reach out!
Quality of life fixes:
Keep in mind we are going to be pushing another update this evening to fix some bugs and fill up the dungeons with enemies and puzzles.
I am working on a long and detailed patch notes, but I wanted to give everyone a quick update.
If you would like to see everything that we've done and plan to do, check out the roadmap at our public Trello. You can also see what we have planned later this year and what we're currently working on.
You can also find us posting on twitter occasionally.
A new trailer and more detailed screenshots will be added to the store page soon.
So we launched this a few days ago but wanted to check it out before we announced it. Mostly bug fixes and quality of life stuff. Working on a quest system for the next big patch, keep an eye out for the announcement.
So the server list bug was found. The network max connections was set to low leading to some odd behaviour. I kicked up the connections to 65535.
Booting some servers for now. Once a server gets about half full I'll boot up another. I will try to pay attention to player location and spin one up close to everyone.
Check out the latest DevLog and find out about a boss we are designing, new healing crystal in the city, server info, and more.