It’s official. Digital and retail preorders for Bloodstained: Ritual of the Night go live today for PC (Steam and GOG), PlayStation 4, Xbox One, and Nintendo Switch.
Bloodstained launches (digital and physical retail) on PC, PS4 and Xbox One June 18, 2019, and Nintendo Switch on June 25.. Global launch dates may vary by region.
Pre-order Bonuses: * Steam: 10% pre-order discount * PlayStation: Exclusive Bloodstained: Ritual of the Night dynamic theme. Current PlayStation Plus subscribers will receive a 10% discount * BestBuy - Option to add an exclusive collector Novobox futurepak for physical pre-orders for PlayStation 4, Xbox One and Nintendo Switch.
There's a ton of FREE DLC coming after launch! Online and local multiplayer, and almost a dozen extra game modes including roguelike mode, boss rush, speedrun, and nightmare difficulty to name just a few...
From today’s Kickstarter Update: Stretch goals (aka, extra game modes, etc) will be coming after the game launches and will be free content updates for everyone who owns the game, not just backers. We are currently on track to update the game on day one with Boss Rush and Speedrun mode, as well as the Pure Miriam outfit.
Here’s a list of all the extra content coming post-launch
Two additional playable characters
Local and online multiplayer for certain co-op and vs. modes
Roguelike Mode
Chaos Mode
Classic Mode
Boss Revenge Mode
Thank you to all of the Backers and fans for supporting Bloodstained and Iga!
Igavania is back! With the support of the Bloodstained community, 505 Games and ArtPlay have taken the extra time and care to ensure we’re doing things RIGHT. Check out some before and after comparisons in this new video to see all the hard work we’ve poured into Bloodstained over the last year.
Oh and there are some dates in there or something too...
Release date is live! Bloodstained launches on Steam, GOG, PS4 and Xbox One June 18, 2019, and June 25, 2019 on Switch.
Bloodstained: Ritual of the Night is a gothic horror action side-scrolling RPG set in 18th century England. A paranormal force has summoned a demon-infested castle threatening the entire world. Play as Miriam, an orphan scarred by an alchemist's curse which slowly crystallizes her body. To save humanity, and herself in the process, Miriam must fight through the castle and defeat the summoner, Gebel.
It's been an eventful month for Bloodstained, and for this month's update IGA Is here to provide some background on the trailers you saw during the release window announcement. IGA, take it away:
Hi everyone, IGA here.
How was the trailer? We were glad to see that it was generally well received. The Nintendo Direct trailer was different depending on the region, so there was a lot of new content shown this time around. While everything we show you are still work-in-progress, for this month's update we are going to recap and give some additional details about what you saw.
This time we were able to show the 3D stage map that goes through the outer wall of the tower. This is a boss that Bloodstained: Curse of the Moon was based on and a new boss for this game. There was also a sneak peek of the character customization system.
We would like to tell you a little more about the "Reflector Ray" shard and "Invert" shard you saw at work during the trailer. These two shards will be the core elements for maneuvering through the castle, and we've wanted to share them with you for a long time.
Reflector Ray is a Directional Shard that is a key feature specific to Bloodstained: Ritual of the Night. By using the right analog stick, the player will be able to adjust the angle and move through areas as a light ray, enabling them to move through small spaces with ease.
While Miriam is moving as a light ray she becomes invincible, so there may also come a time where you need to use it while fighting enemies.
Next up is the Invert shard. This is a Skill Shard. The concept is to play the inverted castle wherever and whenever! Feels like being a ninja. Only Miriam is able to invert gravity. I hope everyone will enjoy the feeling of falling upwards.
We also worked very hard to provide a feature to the game that many of you asked for. You can see it in action in these videos. Many of you have asked for this feature and something seems to be moving that wasn't moving before...
After seeing everyone's feedback on the Beta Backer Demo, we have been adjusting the graphics, as we mentioned in the previous update. As you have probably seen in the trailer, a lot has changed since the demo. Our main changes came from adding fixes to the current assets as well as revisiting our lighting methods to further improve the game's overall appearance.
We will continue to work hard until the completion of the game with our growing team. Thank you for your continued support and we will do all we can do to have the game reach and satisfy everyone.
While the devs were overhauling the game's visuals, fans were continuing to create their own!
If you'd like your work to be included in a future Fanart Spotlight, tag it #bloodstained or #igavania so we can find it!
Happy February, all!
The big news this month was the Release Window Trailer. It’s been fun to see the analysis of the various shots and speculation on the various shards, weapons and enemies.
The trailer also revealed more of the visual updates that have been happening since the backer beta. Not every shot had been overhauled in time for the trailer (or had all the textures in place as the eagle-eyed noticed), so expect more tweaking between now and launch.
Here are some notes from the trailer:
00:22 – Chandeliers did not move when Miriam walked on them, now they swing and react to her weight and movement, after a fan asked for that on Twitter.
00:25 – Tweaking and experimenting with lava lighting, glow and effects
00:45 – Level background is missing. “Chic grey” is not our new color scheme…
00:46 – We want to make foliage in the back and foreground move / react to the boss battle / wind etc. (no promises!)
00:48 – We want to make general improvements to the demonic kitty. (again, no promises!)
00:53 – Bloodless boss and level have already been completely redone and revisited, as mentioned in the KS update.
In case you didn’t discover the secret from Iga’s comment, Miriam’s hair now moves! Every hair option she can equip will now react with physics to her movement. We received a lot of feedback from fans pointing out that the “helmet hair” was jarring compared to how beautiful Miriam was, so after a lot of hard work from everyone on the team, it’s now a feature! We hope you enjoy this small but important detail. While there’s still visual work to be done, we think you can get a pretty good idea of the look of the game.
Summer 2019. We had initially planned to wait until we had a specific date before making any launch announcements. Given the community desire to have at least a launch window and the opportunity to get the game featured on Nintendo Direct, we opted to change course a bit.
Being able to get Bloodstained in front of millions of Nintendo fans was a great opportunity for the game. While this is a Kickstarter project, it is also a retail product and we need to take advantage of any opportunity we can to ensure its success. If the game does well enough, the goal is to make Bloodstained into an ongoing series of games.
As we march towards launch, there will be a lot of new info coming out. We will continue to share development progress and updates and make reveals here for the KS community, but you’ll also see info in other places such as twitter or news articles. We will work to do one-off updates when big announcements are made like with the Nintendo Direct, and the regular updates (last Thursday of the month) will serve as a monthly recap and update on dev progress & info so if you prefer to use only Kickstarter you don’t have to follow multiple sources to get all the most important news.
Thanks for your patience! It’s going to be an exciting year.
Igavania is back in Bloodstained: Ritual of the Night - a 2.5D sidescrolling gothic action RPG from the godfather of the genre, Koji Igarashi.
Fight, Craft and Explore as you battle endless demons and race to save yourself, and the world, from the encroaching darkness.
Discover multiple playable characters, branching ending paths, tons of bosses, the biggest Igavania castle ever, and hundreds of spells, weapons, enemies, loot and cosmetic customizations!
Oh btw: we got celebrity voice actors like David Hayter (Snake – Metal Gear) and a live orchestra soundtrack composed by the legendary Michiru Yamane…just saying…
We would like to talk about the shard-crafting system. We’ve discussed the crafting element of Bloodstained in the past, and I’m sure everyone knows about item crafting and the shard rank-up system from the Beta Backer Demo.
However, in addition to all those… you can actually create new shards from crafting!
Let's begin with an example. Riga Storaema is a Conjure Shard — these were formerly known as Trigger Shards — that conjures fire columns.
Rigo Storaema
If you upgrade this shard, you’ll be able to create a new Directional Shard called Riga Dohin.
Using an existing shard and materials to create a new shard. (You can keep your old one, too!)
(As a side note, the Riga Storaema shard you used as a base will not disappear after you’ve created a new shard; instead, the item used with the shard will disappear. In other words, the item acts as a catalyst to create a newly enhanced ability from the existing ability. So you get to use your favorite shard to create new ones without losing it. I think it's a pretty good deal!)
Voila! Riga Dohin.
Our current phase of development has been fixing bugs, bugs, and bugs... There was a particular bug that caused lighting to weigh heavily on system resources which is now gone. With that solved, we can now be more flexible with lighting, which we’re improving on a daily basis. We’re all working hard to deliver a solid game to everyone.
We're still going strong. Thank you for your support!
Have some fanart you'd like to see featured in a future Bloodstained backer update? Tag it #IGAVANIA or #bloodstained on your platform of choice and we'll do our best to find it!
We hope you are excited for this reveal of shard crafting. Being able to gather the materials and develop additional shards (without losing your existing ones) will add greatly to your arsenal.
Between item crafting, upgrading shards and now being able to craft new shards (and upgrading those too), you’ll be able to choose the loadout that is just right for you and the enemies you’ll be facing. Managing your weapons, items and shards will be important as you get deeper into the game.
The screenshots above are from the current build of the game. This is just a small taste of some of the visual work that has been happening behind the scenes over the last few months. We will delve into the visual changes in a future development update.
We appreciate your patience as the teams from Artplay, WayForward and DICO are continuing their work on the game and we march towards our 2019 launch.
December Update - Development News and the Team at Work
Merry Christmas. IGA here.
This year is coming closer to an end...
In this update, we have a very important announcement to make. Bloodstained will no longer be supported on Mac and Linux. We have made this tough decision due to challenges of supporting middleware and online feature support and making sure we deliver on the rest of the scope for the game. We will be offering backers who planned to play the game on Mac and Linux the option to change the platform of their order. If you would like to change your platform, please send an email with your new platform request from the email address associated with your Kickstarter pledge. We sincerely apologize for this inconvenience and we hope for your understanding.
Development has reached its peak — we are currently checking the performance of Bloodstained on each platform. Overall, we are done with enemy placement and entering the adjustment phase. But there are still many progression-blocking bugs that must be taken care of.
I’d like to pass along some photos of the development team.
IGA at work
It doesn't look like we are in a crunch period, does it? But we actually work quietly like this most of the time.
WayForward have already helped us improve the game in a number of ways, including creating incredible assets and lighting placements that we’re looking forward to.
Today we’d like to share a new enemy concept art. This is Forneus, a demon fish. I would hate to come face to face with him at an aquarium… Well, Forneus will be useful for cooking, and will surely be delicious.
Our whole team is working very hard. We look forward to your continued support.
As always we've collected some of our favorite fanart from the Bloodstained community for your perusal. If you'd like to be a part of this gallery in a future update, tag your art #igavania or #bloodstained to help us find it!
As IGA mentioned, the team is working on fine-tuning enemy placement throughout the game. This polishing effort is a very important and delicate step. Moving the spawn point for a creature five steps in either direction or adding an additional creature can have a big impact on the flow of a level. It takes a lot of trial and error to get it ‘just right’ and we want it to be ‘just right’.
In order to get to this point a huge amount of work had to be completed. Level layouts, enemies, animations, assets, combat systems, etc. Due to WayForward’s help on crushing bugs, asset creation and lighting, each level is being made to play better and to look better at the same time.
There’s still a lot to do, but this is an exciting stage of development as we work towards our 2019 launch.
Thanks for your patience!
We hope everyone has a great holiday and a Happy New Year.
Jason Ryan, a.k.a. “Question” Sr Community Manager – 505 Games
Discuss this update on the Bloodstained forums or in the Bloodstained Discord.
If you're a fan of side-scrolling action games—and I have an inkling that many of you are—we've got some excellent news for you in this month's update. I'll let IGA tell you about it.
It's me, IGA.
For this month's update, we have an incredible support who will be joining the Bloodstained team. Can you guess who? It's WayForward!
That's right, WayForward, the makers of Shantae! As you may already know, they are top-tier when it comes to side-scrolling action games. There is even a staff member who previously worked on one of my projects, which is incredibly encouraging.
In consideration of their past achievements, WayForward will be helping the development team realize my vision for this game. Maybe I am even more excited than everyone else - with their help Bloodstained will become an even better game.
We also have some new enemy concept art to show you. This is Cyhyreath.
Cyhyreath first appears to be crouching on the floor. Once the player approaches her, she will fly around and make a death shriek to attack the player.
It's a traditional gothic horror design, and I think it's lovely.
I was talking with the team just before writing this comment and, with WayForward's help, they have been busy helping to improve the game and fix any bugs that pop up.
Speaking of which, there's a really tough one that’s making the game crash that needs to be fixed before the game reaches everyone, so we are scything through them all.
Thank you, everyone, for your continued support!
As always we've got collected some of your fanart to show off. If you'd like to join the parade, make sure to tag your art #IGAVANIA or #bloodstained to help us find it. (Maybe we can get some Bloodstained/Shantae crossover art after today's announcement?)
We cannot be happier to have WayForward on the project. Best known for the Shantae series, they bring decades of development experience to help us bring Bloodstained to the finish line.
As for Cyhyreath, she’s just one of many amazing enemies that are in various levels of completion behind the scenes. We want to make sure that there are plenty of surprises on launch day, so while we will show off some of the villains IGA has waiting, we certainly won’t show them all.
To address the ‘when’ questions that pop up each time we don’t announce a release date, I’ll point to my comment in our previous Kickstarter Update. As soon as we have a concrete release date, we will let everyone know. With WayForward on the project, we get closer to that announcement.
Thanks for being with us as we continue to work on Bloodstained!
Jason Ryan, a.k.a. “Question” Sr Community Manager – 505 Games
We've got some development updates for you—along with an extremely mood-lit look at IGA's Halloween costume—so let's get right to it!
Happy Halloween! IGA here. I am delivering this message to you exactly as you see me here in the photo.
By the way, I got all this in Akihabara.
This time we would like to introduce a new enemy. This is Killer Barber, the murderous hairdresser. Well... the name really speaks for itself. He uses his scissor arms to climb across the ceiling and swiftly attack towards the player. This character can also—well, I should leave it at that for now.
Our staff has been working on placing enemies based on difficulty level.
When I see the Nightmare Mode enemy placements, I always wonder if it's okay to make a game this difficult. I’ve worked on enemy placement in games before, so I understand that the person making those decisions becomes more and more immune to difficulty level over time. I think that’s what’s happening to the team now—they’re getting a little vicious with it…
We've also been working on the models—we've been meticulously adjusting each character. In particular, we're focused on facial features. Gebel is looking more and more handsome these days...
Every day we fight through the challenges of development, but we know we're working to create a game worthy of reaching everyone's hands. Thank you for your continued support.
Been working diligently through Inktober? Hoping to find yourself in a future fanart spotlight? Tag your art #bloodstained or #igavania on your platform of choice and we'll find it! (If you need a prompt... check out that updated Gebel.)
ADSouto
Happy Halloween, Army of the Night!
We hope all of you have some fun Halloween plans for the coming weekend (because it’s weird to celebrate Halloween on the first weekend of November). As you can imagine, Halloween is one of our favorite times of year. I am getting out my own favorite costume for this year’s company Halloween party.
We hope that today’s updates are as exciting for you as they are for us! The Killer Barber is a particularly nasty enemy. He doesn’t politely walk towards you, he quickly climbs around the walls and ceiling to attack from various angles. Weapon and shard choices really begin to matter when facing these more complex foes. I haven’t had the pleasure of fighting him in the game yet, but he’s going to be a fun one.
The before and after of Gebel is a small taste of the visual updates that have been happening behind the scenes.
We know everyone is waiting to see a more comprehensive view of the game’s visual improvements. A lot of that work is still in progress and not ready to be revealed. We are going to wait until the look of the game is mostly locked before we share.
The same applies for our release date. The number one question right now is “When?” and the second most popular is “approximately when?”. Until we hit certain internal development milestones we are not going to discuss the release date because there are still variables; we do not want to give out a date and then change it. Even saying Spring/Summer/Fall/Winter or 1st/2nd/3rd/4th quarter would result in confusion if we had to release slightly later or earlier than announced, or at the start or end of one of those cycles. We do have a target date internally that we feel confident about, but until we can nail it down, we will wait to reveal it.
I want to thank all of our backers and fans for your patience as work progresses on the game. The final game is going to be worth it.
You should go to the actual page to get the full text and the Fan Art section, but here is the text from the update:
As we creep into autumn we've got a new development update for you from IGA, filled with news about what the team's been working on. Let's get right to it:
Hi everyone, IGA here.
We would like to give a report of our current development progress.
Lately, the team has been working on the lighting of the environment and the lip-sync of the characters.
We’re aiming for a 2D-style look and feel in this game, and we have special techniques in place to achieve it, but they also create additional developmental challenges for us. However, after a number of adjustments, as well as finding the right lighting angle and contrast, we finally feel that we’ve found the aesthetic we were searching for.
Recently we’ve also found a new method for the fog that is less computationally expensive for the environment. My slogan - always pursue more beautifully, and more lightly.
As for the lip-syncing, we’ve made adjustments to the height of the mouths, which were too large before. Right now we've only adjusted Miriam and Dominique, but it's looking good so far! We will continue to work on the rest of the characters the same way.
We’re also happy to announce the launch of the Beta Backer Demo for our GOG backers! We didn’t want to delay the launch of the demo while we completed preparations for its launch on GOG, but now we are able to distribute GOG versions of the demo to the people who chose it as their platform. We will continue to support the main game for GOG from here on, so please do not worry.
In addition to the adjustments I’ve told you about, we’re actually also working on the final boss right now. There were many issues and challenges that we are facing using the original design, but I guess that's pretty common for us. We have been developing new solutions each day and now we’re coming close to creating the final boss that everyone is hoping for. This will be the last time we talk about the final boss until the game's release—please look forward to it!
Fangamer note: If you chose GOG for your Bloodstained final game platform, we'll be assigning GOG demo keys to your backer management page tonight. If you don't have that link handy, you can get it back on our survey resender page.
Lots of great new stuff in the fanart feeds this month! If you'd like to be part of a future fanart spotlight, tag your work with #IGAVANIA or #bloodstained on your social media platform of choice and we'll find it.
You may not have seen me around, so I’ll introduce myself. My name is Jason Ryan and I have the privilege to be a part of the Bloodstained: Ritual of the Night team as a Senior Community Manager from 505 games.
I’d like to thank everyone for their feedback on the recent Beta Backer Demo. We are excited to see the enthusiasm and excitement everyone has for the game and your willingness to let us know what we can do to make the game the best it can be before launch.
In the weeks following the new demo’s release we received hundreds of suggestions, feedback threads and bug reports on Reddit, the Forums and on Steam. All of these player-made posts were compiled and sent to both the 505 and Artplay production teams. From there the lists are prioritized and production needs and schedules established. Our goal is to make sure that when RotN ships, it’s worth the wait.
We appreciate all of the Backers and fans who have joined us along this journey with Bloodstained. If you’d like to keep up to date on everything that is going on, be sure to join the ever-excellent Bloodstained community on Discord, Facebook, Twitter, or the forums.
Thank you.
Jason Ryan, a.k.a. “Question” Sr Community Manager – 505 Games[/quote]