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More fixes and requested changes in this regular update while work continues on some of the big Q2 update features! Additions:
Adding a few fixes and requested quality of life changes in this small update. As always, greatly appreciate your feedback and bug reports! Glad you are enjoying the recent big update! Really excited to see the rest of the roadmap fulfilled this year. Fixes:
The first major update of the year has finally arrived, just in time for the end of Q1! A ton of new and exciting features and improvements have been added to the game, a few still preliminary versions that will be improved over time. Even though this is a major update with a 0.x version increase, all old saved games should still be compatible. Please reach out if you see any issue with your saved games! And thank you for your patience, I know many of you were very excited about the update and were wondering if it was going to be delayed or not. Hope you enjoy!
Hey everyone, thanks so much for all your support and feedback since the game's EA release a few months back. Seeing the enthusiasm for the game and its future has been amazing to see. I know a lot of you have been eagerly awaiting updates and a more detailed roadmap showing exactly what's to come, and I've finally been able to put together something that has a bit more structure to it. These are all estimates of course and things may be accomplished earlier or later in some cases. Check it out:
Happy new year everyone! Finally adding some more promised translations in this small update! Took some time to recharge over the recent holiday period but work continues intensely going forward. A more detailed roadmap will be out in the next week, stay tuned! Appreciate your patience! Additions:
A smaller update addressing a few quality of life issues raised over the past while as we enter the holiday season. There has been a lot of feature work going on behind the scenes that isn't quite ready for release yet, and I can share more details about all of this soon. One of these is the character customization system with a much more finalized looking male character along with a new female character. German, Spanish and Brazilian Portuguese translations are in the works and will be ready in the next week or so. I plan to send out a more detailed 2025 roadmap very soon with more concrete timelines of various features and content, so stay tuned! I know that the speed of feature/content addition has been very slow given the tiny size of the team and I apologize for that, but if you currently enjoy the game and the direction it's heading in, know that there is so much planned and that I will stop at nothing to get the game to the greatest it can be over the next few years. Happy Holidays! Additions:
Finishing up controller support with a new on-screen keyboard for the various text input spots in the game like map markers and co-op game names and passwords. Also adding a few further fixes for a few things introduced in the controller input like mousewheel over-sensitivity. As always, thanks for playing the game and giving feedback! Additions:
Fixing a few issues related to the controller update pushed out yesterday, thanks for the reports! Hope the controller support works well for everyone. Fixes:
Took some time but finally was able to get controller support into the game! The game will support Xbox, PS5 controllers and Steam Deck, and potentially others as well but without the proper glyphs. Text input (for things like map markers, co-op game name/password) with an onscreen keyboard will be there for Steam Deck but not other controllers unfortunately, this will come in a further update. Lastly, only third person mode will be available when using controllers, supporting top-down mode may come later depending on player feedback. Features:
Addressing some late game performance issues and a few other fixes in this update, as well as new co-op game respawn settings. Gamepad/SteamDeck support is still coming very soon! Additions:
Fixing an oversight with the logs falling when damaged introduced in the last update, sorry about that! Fixes:
A few more additions and fixes as controller/SteamDeck support gets very close to being ready! Additions:
There was an oversight in the save migration code for older pre-0.9.4 saves. Pushing a quick fix for it! Fixes
More fixes, balances, QoL updates and a new wall type! Thanks so much for all the support, feedback and bug reports! Gamepad/Steam Deck support is coming along well behind the scenes and should be here in the next larger update. Hang tight! Additions:
Finally added a big new change a lot of people have been asking for: third person mode! This is an experimental new feature that you can find in the controls settings. A lot of things were tested like building, melee/ranged attacks and navigation within shelters, but there may be things that I missed. Please report issues as you find them! A few other fixes have been added as well, along with a completely rebuilt saving system. There were issues with games that went on many days with many separate saves causing huge delays when saving. This update separates out the folder structure a bit more to greatly cut back on this saving delay and should hopefully resolve things going forward. This change is backwards compatible with your existing saves, and any new saves in existing games will start using the new folder structure seamlessly. New features:
A small set of fixes this time to address some recent bug reports, a larger update with new camera controls will come out mid next week! Thanks for playing the game everyone! Fixes:
Time for another set of fixes and balance changes! Big thanks to everyone reporting issues you're seeing on the forums and in Discord. Appreciate your patience as the game experience is nailed down! Also good progress is being made on a third person camera mode. It's not ready quite yet but will be out soon, most likely in the next update. Fixes:
First update post Early Access release! Thank you so much everyone for checking out the game and sharing your feedback! The response to the game's release has been way bigger than I ever imagined. I know that a few things are still rough and there are a lot of balance and fixes needed, as well as a few new QoL features, rest assured that I will try to address everything as fast as I can. This first update focuses on a bunch of fixes and balances changes, but work continues on controller support behind the scenes and should hopefully be coming in the next week or two. I also have heard your feedback regarding the camera, I know it's not ideal for a lot of people and I will fix it finally with a new optional mode in the controls. Fixes:
After 5+ years of non-stop work, the time has finally come for the game to launch into Early Access! The game is priced at $16.99 USD with a 10% launch discount, converted into regional currencies through Steam's recommended pricing. It's been a wild ride building this game out over the years and I am eternally grateful to everyone that has participated in the journey with their testing, feedback and support at some point along the way. While the game has reached a solid milestone in terms of content, this is only the beginning. So much more is still coming to the game, and if you've been around at least some of the time in the past few years, you know that I stop at nothing to get new features, enhancements and fixes out as fast as possible. Thanks again for all the amazing feedback over the years, you have helped the game become what it is today. I have so many suggestions written down still, I will continue going through it all during the next few weeks and months. My immediate goals are to finish up the character customization feature and add full controller support, as well as adding new languages such as Spanish and Brazilian Portuguese. For more of the roadmap, check out the roadmap forum post here: https://steamcommunity.com/app/1564600/discussions/0/2961670721755834442/
Hey everyone, pushing out probably the last update before the Early Access release. A few fixes, a new localization option: French, and one experimental new quality of life feature: auto pickup! New Features:
A few fixes to reduce some errors and increase stability of the co-op playtest experience on slower connections Fixes:
Small hotfix to fix up an issue with exiting the game Fixes:
Big update today with a bunch more fixes and quality of life changes! Also added an option to consent for anonymous usage statistics that will allow me to better understand how certain parts of the game are being used and any errors that are potentially encountered. This will help me fix up issues going forward a lot more easily. Appreciate your understanding! Fixes:
A bigger update this time with a whole bunch of fixes and work to get co-op almost ready for testing again! Also hopefully squashing the crashing issue players have been seeing when digging clay, dirt and other terrain materials. Please reach out if you still see crashes! Fixes:
Another set of fixes and enhancements, including a quick stockpile placement feature with right mouse! Fixes:
More fixes and quality of life stuff! Fixes:
Another set of fixes and requested small features. Things are starting to get pretty solid! Features:
A few bug fixes and enhancements out today in this update. Appreciate your patience as the experience gets more and more polished! Features:
Small update to fix a few reported issues, really appreciate the reports! Fixes:
Small update to fix a few issues around the crafting menu. Thanks for checking out the game! Fixes:
Releasing a major update for the demo for the Tiny Teams Festival! A ton of new features and enhancements have been added to the game since the last demo. Check out the list of new things below: New Features:
The release date has been set! The game will finally be released into Early Access on October 3rd, 2024. There will be a solid amount of content in the game for the Early Access period along with substantial plans for the 1.0 release set of features including NPCs, trading, and village restoration. A more concrete outline will come soon. Thanks for your patience as the game developed and evolved over the last few years. I hope that it will be worth the wait!
Hey everyone, It's been a while since the Co-op playtest update back in September last year and some of you have been wondering about the status of the game, so I wanted to provide a little update post to show what's been under development. Rest assured that the game is constantly being worked on and tons of new things are being added as it prepares for Early Access release!
A few more fixes from recent feedback! The game is becoming very solid, really appreciate all the testing and feedback from everyone! Fixes:
More fixes, quality of life additions and a new way to revert multiplayer game saves in the UI rather than dealing with it in the save files. Also the join game network messaging setup was reworked to vastly reduce the size of the initial message sent to joining players, hopefully this fixes issues with some players not able to join their friends games. Thanks for all the reports! Features:
Another batch of fixes and small little quality of life additions! Additions:
Thanks for checking out the game and reporting all the issues you've been seeing! This update fixes up a bunch of big and small issue and introduces a format change to the chunk saving and network transmission to speed things up for slower connections to reduce artifacts and whatnot. See full notes below, and please continue to report any weirdness you see! Please make sure you and your friends all update to this version so you can keep playing together! Balance:
Quick update to fix a few critical issues discovered recently, thanks for the reports! Fixes:
After a solid 5 months of work, the co-op multiplayer is now finally ready for testing with a wider audience! It was written from scratch with many of the game's logic needing to be reworked to factor in host and client game instance concepts. Gameplay wise nothing has really changed much since the last updates in April. Almost all work has gone into getting multiplayer working smoothly. One exception was the hostile creature AI, it's been reworked a bit to add an aggressiveness factor that slowly increases as the creatures get more infected day by day. A lot more work still needs to be done on the AI of course, it will come with time. Note: Single-player is disabled in the current playtest to emphasize co-op testing, please use the "Co-op multiplayer" button on the main menu to host or join a game. Don't worry though, single-player is still the main focus for the game and will come back for the release!
Another batch of bug fixes in this update thanks to all the great feedback! This will be the last update for the demo, focus will shift now onto the remaining work needed for early access release later this year. The demo on Steam will shut off Monday April 17th. Really appreciate everyone's time trying the game out and providing your feedback! The playtest/alpha build will stay up but won't be updated until close to release. Balance:
Fixing a bunch of big and small issues in this update, some balance changes, and lastly enhancements in various areas to make the gameplay that much better. Thanks for playing and giving feedback! Hope you enjoy. Balance:
Quick hotfix for an issue introduced in the update earlier today (V0.6.8) Fixes:
Spent some time working on performance and graphical tweaks to allow for further view distances after the previous camera angle update. Fixed a bunch of inconsistencies with the distance fog, rendering transparent objects and effects. There is a new view distance slider in the graphics settings, defaulting to 50% which is what the game was previously. Keep in mind that at 75% and above the game will need to load more chunks in the distance to show the objects there, this will cause a much greater load on the CPU while loading/unloading chunks during exploration. Let me know how performance is for you, I'd love to hear how the game performs! Note: most of the game's shaders were replaced in this update to help accommodate the new fog rendering. There may be a few graphical issues from this migration, please let me know if you spot anything that looks weird. Features:
Tons of exciting new features and improvements are part of this large update! Wanted to prioritize a bunch of the bigger community requests over the past few weeks, needed to do a ton of rendering updates and optimizations to get it all in. Excited to get this out and see what everyone thinks!
A few QoL features have been added that are new settings options in the gameplay settings screen. You can now change the camera angle to be lower to see more in the distance (has a small performance hit), you can enable speed-up functionality on almost all interactions like chopping or building, and you can enable "quick pickups" to make the picking up or gathering process instant.
Features:
Another update with fixes and balance changes thanks to everyone's great feedback! Balance:
Another bunch of bug fixes and quality of life changes in this update, thanks for all the reports! The building process should be a lot less error prone now with less incorrect collisions and proper state setting, and clay gathering should be a lot less finicky and quicker. Fixes:
Small update to address balance and some of the issues mentioned in the feedback so far. Thanks for all the great feedback so far! There are still some intricacies with the building system that need to be ironed out, some edge cases that will prevent placement of roof pieces in certain situations. This will continually be addressed in further updates. Appreciate your patience! Balance:
Hey everyone,
Things have been a bit quiet since the last few updates but rest assured the game continues to grow and gain exciting new features and content day by day. Major update v0.6 has been released just in time for Next Fest February 2023!
One of the biggest new features is the building system that's been in the works for a while. A lot of thought was put into it to make sure it's interesting and flexible enough to allow for a ton of creativity and unique designs, not restricted by rigid piece sizes or grid based systems. The shelter layouts use posts driven into the ground as the basic building blocks, allowing you to connect them together in any position to later build roofs and walls between the posts.
Hope you enjoy the demo!
New features:
Playtest was updated a bit ago, posting here for completeness
The game has been renamed from Blight to The Last Plague: Blight! Wanted to refresh the name to be more unique, recognizable and stand out a bit better. Nothing has changed about the game itself or any planned content. Work continues on all the exciting new features that will be seen in the Early Access release hopefully later this year. Check out the roadmap post to see the types of things planned: https://steamcommunity.com/app/1564600/discussions/0/2961670721755834442/
Playtest was updated a bit ago, posting here for completeness Did a big rewrite of how all the world chunk data is stored to accomplish two things: further reduce the jitter as the world is explored/loaded, and vastly reduce the amount of disk space the world chunk files take up. All the while keeping things backwards compatible, although the biggest performance and disk space savings will be seen in entirely new worlds. I wanted to tackle these important rewrites now to make sure things are stable and the game is in a good position for release later this year. Performance:
Playtest was updated a bit ago, posting here for completeness
Playtest build updated! Huge update for May! A lot of fixes, some new QoL additions, new map icons, more stockpiles, slight graphical/lighting changes, all that good stuff. A ton of these items are from the great feedback that's been coming in, so thank you for helping make this game the best it can be! Features:
Playtest build updated!
Big new change: difficulty selection! Some people are still looking for a slightly easier experience and so a difficulty setting has finally been added.
There are now two options when starting a new game, difficulty and play style. The play style setting is the same as it was before, switching between whether the map shows your location or not. The new difficulty setting has "Easier" and "Standard" options. Standard is what the game was before, but the easier mode scales down a few things like hunger/thirst, amount of enemies and how fast the Blight spreads.
Currently the difficulty can only be set at the start of the game. Remains to be seen if this is something that will be able to be changed ingame or not.
Features:
Playtest build updated! Did a Unity upgrade to try to fix the Windows 7 save/load issue, but there may be a few unforeseen issues introduced. Please report any weirdness that you may find! Fixes:
Playtest updated! A few more fixes and balance updates Balance:
Some fixes and a new ability to lie down on the ground to sleep, but with less energy replenishment! Features:
Playtest build updated! Continuing to slowly add people that requested access on the store page. A few changes to make the starting experience a bit more clear, along with a few fixes and whatnot. Thanks for all the great feedback! Balance:
Some more QoL improvements and fixes! Balance:
Playtest build updated! More features, balance changes and bug fixes! Keep that feedback coming Balance:
Playtest build updated! A few more balance and bug fixes to tighten up the gameplay experience! Balance:
Playtest updated! Fixing a few issues introduced in the previous update, and some much needed balance changes. Thanks for all your reports! Balance:
After many months of work, the time has finally come for the release of the next huge content update for Blight. Currently only live on the Playtest build of the game. Hit "Request Access" on the Steam page or join the Discord server to get more priority access!
Happy New Year! Been a while since the last update but I wanted to push out a small update to address some issues raised in the feedback recently and finally add a commonly requested feature: click to move mode!
The existing "control style" setting has been renamed to "character orientation", and now there is a new movement setting that is set to the old keyboard-based by default, with an option to select "click to move towards cursor". Please check out this new mode and let me know how it feels to use and if you notice any issues with it!
All Changes:
Squashing a few issues that resulted from the big Unity upgrade a few days ago. Unfortunately it seems like the game won't work properly anymore on Windows 7 thanks to the recent Unity update. The game can no longer list files in a directory on the file system, so getting a list of saved games to be able to load isn't possible anymore. An alert popup mentioning this fact was added at the start of the game if you run the game in Windows 7. While the game never officially supported Windows 7, it's unfortunate that it's broken now after working fine for so long, will look into fixing this at some point. Apologies for the inconvenience. All Changes:
Pushing out a fairly large internal upgrade update as work continues on The Story Update behind the scenes. Wanted to isolate any issues with the upgrade now before the huge story update comes out, and hopefully can squash some very rare instances of crashes at the same time (and not introduce more) GIven the far reaching nature of the changes, there may be some unforseen bugs or crashes with this update! Please don't hesitate to report any issues you see. Thanks! All Changes:
Quick update to fix an issue around crafting introduced in the previous update. Thanks for the reports! All Changes:
New features! Finally addressing some feedback around having to wait for progress bars a bit too much. A new time control popup will appear at the bottom of the screen when harvesting or crafting, allowing you to speed up time as the interaction happens. While this makes the action go by quicker, the world also is sped up, so you have to take this into consideration. Time will automatically go back to normal if a hostile creature gets close.
A frequently requested ability to queue up harvesting actions for dead creatures has also been added to the game, complementing the above mentioned speedup mechanic nicely.
Happy Halloween!
All Changes:
Another small update with a few bugfixes All Changes:
Small hotfix update All changes:
Some small changes/bugfixes from feedback collected from Steam Next Fest! All Changes:
Going to be streaming the game and answering any questions on October 5th!
Small update with a few fixes and quality of life improvements thanks to all your great feedback! All Changes:
New update with a bunch of bug fixes, slightly lower camera angle when zoomed in, and a new way to bypass all tutorial tasks for new games.
All Changes:
There's been a ton of feedback around how it continues to be too easy to get lost in the game, even after the added rivers, cairns, and item label visibility radius changes. Finally put some time into hopefully solving this issue once and for all: difficulty selection at the start of a new game and a region map
When you choose the "More forgiving" option, you gain access to a large region map (default key: M) that shows your position and direction, as well as the approximate locations of any fire pits you've placed in the world.
Those that like to explore more without worrying too much about keeping track of surrounding terrain features and cairns, you'll feel at home with the new map.
Those that prefer the old way can select the "More realistic" option for the same experience as before. All existing saves will be categorized as in the more realistic mode as well. Currently there's no way to switch modes in an existing game, but that may come soon.
All Changes:
A few fairly sizable changes in this update today, multiple save slots per game, and a new attack mode control style in control settings.
All Changes:
More feedback addressed in this small update! Colored item labels and better task auto-completion logic are the highlights All Changes:
Another small update to address some recent feedback! Making the rabbit snares a bit nicer to use, clearing up fire pit recipe confusion, and improving game start world generation balance All Changes:
Small update with a new way of defining toggled actions, may need to update your controls!
All Changes:
A small update with a few fixes as work continues on the story update and Steam next fest demo All Changes:
A few more quality of life changes based on some recent feedback! Now you can choose to click once to interact with objects rather than clicking and holding All Changes:
Coyote numbers toned down a lot, and they now avoid lit fires!
All Changes:
One last small update with a few fixes before work mainly switches over to the next large update: The Story Update. All Changes:
A much requested autosave feature is now in the game, and a new utility table to help organize your clay molds and other objects better!
All changes:
Going to be streaming the game and answering any questions on October 2nd!
All changes:
Small balance update All changes:
All changes:
A huge new update is out! Check out the major features in the video: [previewyoutube=kPTcEWMG8Ss;full][/previewyoutube] Features: - complete world generation revamp - procedurally generated rivers, useful for navigation and specific resources - new dense forest and tall grass field terrain types - plants and herbs, with new long-term status effect system with brewed tea and other ingredients - new belt quick slots that show up on your character and makes swapping out weapons and tools that much easier - completely redone AI, new enemy creatures with new behaviors, and an ability to form packs for more hunting effectiveness - a ton of new craftable items and tools including knives, chisels, swords, bear traps, and more - a sneak peak of the beginnings of the game's story - tons of small bug fixes, optimizations, ease of use features, etc
New feature: trees of death
All changes:
Sawing trees into long planks is now finally possible! Only works for the straight pine trees for now.
There was a decently large change with how resource data (like for trees) is stored, save games from v0.3.0 and v0.3.1 may behave strangely, but should generally still be compatible.
All changes:
Alpha update v0.3.1 is out! Mostly some small bug fixes, and a new queuing system for the crafting menu to make things a bit less tedious. All changes:
Alpha update v0.3.0 has been released! Given the large changes with save file format, old 0.2.x save games are not compatible with this update.
The Playtest channel of the game is now live! It will be rolling out a few people at a time, for those who have requested access to the playtest on the main store page. Be on the lookout for an email from Steam about getting access. Once you do, you'll be able to download and launch "Blight Playtest" in Steam.
If you haven't signed up yet, hit the Request Access button on the store page!
A lot of focus was put on making the experience as smooth as possible for new players. A new hinting system was added to go through the most important controls at the start, as well as a multitude of new UX improvements all over.
Be sure to join the Discord server and playtest-specific Steam forums to discuss the update!
All changes:
Will be starting some closed alpha testing in the next few weeks. Join the Blight Discord server to get notified about when it starts and how to participate! https://discord.gg/uN33Jz2YvR
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