
Blight is an extremely challenging and realistic single-player top-down perspective survival game.
The Blight
A mysterious new disease called the Blight has descended upon the land. You have managed to escape its devastating effects as it has consumed your village and left it to ruins - You now find yourself alone in the wilderness, tired and hungry. You've bought yourself some time, but for how long? The Blight grows larger every day, consuming everything in sight...
Realism
The game strives on providing a punishingly realistic and immersive experience with a ton of depth. Actions like chopping trees and cooking food take a lot of precious time. You can only carry a few things at a time. You need to boil water to make sure it's safe to drink. Water and other liquids need to be carried in bowls and other containers, and will spill out if not transported securely. You will need to scavenge numerous raw materials, many of which will need to be processed, combined, treated or hardened to make tools, items and structures.
Challenge
The Blight is just one of many threats to your existence in the unforgiving wilderness. After quickly setting up camp you will constantly need to keep yourself well fed and hydrated, replenish lost energy with sleep and short rests, defend yourself from the wild beasts that still inhabit the woods, heal your wounds, protect yourself from the harsh elements, and figure out a way to somehow end this terrible disease. Almost everything in the procedurally generated world can and will kill you if you aren't careful.
There are whispers of Druids in a far off land that may know more about the Blight...
Here\'s another update with fixes and improvements! As always, greatly appreciate all of the bug reports and feedback over the past while.
Work on the Q3 update continues but I will be putting up a quick post about this update and a revised roadmap for the rest of the year and beyond soon, now that there is a bit more clarity about where the game is and where it\'s headed. Thanks for being part of this early access journey!
Fixes
Fixed case of no hostile creature spawning caused by loading a save while in an active game, where the loaded save is an earlier day than the active game. For example, playing a game on day 7, then loading a save that\'s on day 4. Hostile creatures would then not spawn for at least 3 days
[/*]Fixed positioning of held soft/hardened jars and pots
[/*]Fixed some buttons in the UI (ex. body part buttons in the health status window) overriding the ESC key behavior while focused resulting in all windows being closed and the main menu opening, instead of just closing the current active window
[/*]Fixed issue with roofs losing their \"indoor status\" (losing protection from rain/wind/storms) when removing a roof from rafters and and adding another roof back on
[/*]Fixed missing localization of the header in the health/injury management window
[/*]Fixed rain/snow appearing when in a cave
[/*]Fixed objects like young plants breaking the auto-pickup functionality when they are the closest object out of other valid pickup-able objects
[/*]Fixed stockpile placement colliding with lumber support beams underneath floors
[/*]Fixed build/repair/take-apart interactions using the held item\'s stamina cost when it\'s not required for the interaction, for example when holding a wooden shovel while building a stone floor
[/*]Fixed the \"show discovery popup\" gameplay setting not actually saving when it is disabled
[/*]Fixed the interactions list overlapping the mouse cursor and making it hard to choose a spot to dig when holding a shovel and hovering over the terrain (in top-down mode)
[/*]Fixed interactions list positioning when hovering over water to drink or fill containers (in top-down mode)
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Additions
Bleeding-related injuries now result in blood drops on the ground when moving around with more severe bleeding causing more blood drops
[/*]Added rotating autosave functionality. If using autosaves, the game now keeps three separate autosave slots, saving over the oldest one each time the autosave is triggered
[/*]Added autosave when entering caves and an option to enable/disable this in gameplay settings
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Balance
Reduced leech application chance when in water
[/*]Reworked calculation of \"indoor status\" for roofed areas so that they will be more protected from the elements in various roof/wall situations
[/*]Increased \"indoor status\" of area under lumber floor, it\'s not as much as a proper roof but can now be enough to block sunlight for mushroom growth with enough surrounding walls
[/*]Reduced speed of raft
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Other changes
Added tutorial hints for first injury task to make the process a bit clearer
[/*]Adjusted polypore bandage tooltip to better describe its functionality
[/*]Reworked player map marker text sizing to be more dynamic and easier to read when zoomed out
[/*]Improved character idle animation when holding a wooden paddle
[/*]Switched rain particles to use world simulation so that you no longer see the particles \"stick\" to the camera\'s position as you run around. This has a slight performance impact however
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Minimum Setup
- Memory: 4 GB RAM
- Graphics: 2GB VRAM
- Storage: 4 GB available space
Recommended Setup
- Graphics: 8GB VRAM
- Storage: 8 GB available space
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