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Hey Sinners, As we work on upcoming patches and new content for Blasphemous weve been taking note of everyones feedback, seeing what you like and what you feel could do with some extra attention. Recently the team took to Reddit to share our thoughts and what were looking to do in the near future, so we thought wed share it with everyone here on Steam too! Please give a warm welcome to Enrique, Lead Level Designer on Blasphemous and bringer of platforming answers Platforming, guilt and those spike pits Hi, I'm the main level designer for Blasphemous and I want to take this opportunity to talk about some of the feedback weve been seeing around certain elements of the game. Guilt Fragments left in spike pits I hate this bug as much as you do, guys, I really do! Luckily when we discovered it there were workarounds that could "patch" this issue under the current game terms - Killing bosses and using confessors would retrieve all lost guilt fragments, including the ones that were misplaced in spike pits or other hard to reach places. Why and how does this happen? Well the reason is simple: Guilt Fragments record constantly safe positions on solid ground to remember where to spawn if the player dies. The problem was that, when dying on spikes, physics where still enabled, the Penitent One was still affected by gravity and sometimes it recorded the ground under the spikes as a safe position. This is what caused the issue. Thankfully for everyone here on Steam, this has already been patched with the console version on the way along with several other important fixes found after release thanks to you, the community. Platforming, ladders and nailing that jump For patch 1.0.10 we're aiming for a big update on how platforming feels in Blasphemous. Not only will it improve how you land, but also how jumping works. When looking further into how these actions worked we found small but very important problems when performing these two actions. Navigating jumping puzzles and challenging areas should feel much smoother once this patch is live. We feel that these changes will have a big impact on the sense of unfairness that platforming could have in Blasphemous, making deaths feel deserved rather than cheap. Punishment - Straight to the point! If you ask me, spikes are not the problem: the punishment for falling on them is, and especially when players don't feel that is their fault. In the case of spike deaths, instakills feels like a really mean punishment, even if the player can retrieve their guilt and keep their Tears of Atonement. We're still committed to keeping instakill as part of the experience, but we're considering a few ways to ease the player's frustration around this particular trap. Weve noticed that most of the reviews for Blasphemous include a mention of the spike traps and platforming in the list of negatives about our game. They are actually what lowered our review score in most cases. This is why we wanted to do something about it as soon as possible, were watching, were listening and were taking action! So yeah, message received! We'll do our best to keep improving and building upon the foundations of Blasphemous. Thank you all for your continued feedback and support.
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