We come to you on this day by the will of The Miracle!
It calls to you, its faithful flock to act with great haste in The Steam Awards 2019...
Step forward and vote for Blasphemous in "The Best Game You Suck At Award" category! You can do so by simply clicking the vote button at the top of this page.
Whether you've been torn apart by the monstrous corruptions that stalk Cvstodia, met a grizzly end in a pit trap or been felled by members of The Anointed Legion, you have got back up every time - nothing shall stop you from ending the cycle and proving your worth to The Miracle.
Sometimes you suck, but it is lesson to be added to your arsenal on your righteous journey.
After all, what is penance without suffering?
Voting closes December 3rd at 10am PST / 6pm GMT / 8pm CEST.
Thank you for your support everyone, we'll have some news on our next patch soon as well as what you can look forward to in 2020!
As we work on upcoming patches and new content for Blasphemous we’ve been taking note of everyone’s 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 we’re looking to do in the near future, so we thought we’d 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 we’ve 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.
We’ve 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, we’re watching, we’re listening and we’re 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.
Included in this sale are the recently released Blasphemous and Overcooked! 2 'Carnival of Chaos' DLC, early access titles Hell Let Loose and Monster Sanctuary AND some of our older classic titles too!
Following Patch 1 we’ve continued to collate your bug reports and feedback, thank you for sharing them with us.
Thanks to your efforts we’ve worked with righteous fury to address them and as such have a hotfix to address more issues ahead of our next formal patch.
Hotfix 1 Notes
Fixed a bug affecting player upgrades (HP, fervour, flasks, etc) after talking to certain NPCs
Fixed a bug where the player sometimes couldn’t receive the Cord of the True Burying from Lvdovico.
Completing the game with Ending A now also unlocks the Ending B skin!
Fixed a bug where the player could get stuck on ledges next to movable platforms.
Fixed a bug where His Holiness Escribar could be damaged before the start of the battle.
Fixed a bug where there could be a softlock after calling the elevator from the Archcathedral Rooftops.
Fixed a bug where the elevator from the Archcathedral Rooftops could push the player inside the ground.
Fixed a bug where the Incorrupt Hand relic still rang after destroying a secret wall.
Fixed a bug where certain enemies in Grievance Ascends were unable to be damaged for several seconds after respawning.
Fixed a bug where there was a missing ledge grab inside Redento's challenge in Brotherhood.
Fixed a gap in the map in Grievance Ascends.
We hope this hotfix is like a hymn to your ears!
Thank you for your ongoing support of Blasphemous, it means a lot to us!
We just want to reiterate what we said yesterday and say a huge THANK YOU to everyone that has supported Blasphemous.
Since launch we've been collating your feedback on all aspects of the game, from bugs to gameplay. Even if we're not posting in all of your threads, rest assured we're keenly taking notes on what you're telling us.
You'll also notice that this is Patch 1, which means more patches and content updates will be on their way - launching Blasphemous doesn't mean we're finished!
Patch Notes
Major issues
Player save game could be corrupted on rare occasions.*
Player progress could be partially reset on rare occasions.*
A backup system has been created.
The player could be softlocked after killing Tres Angustias.
Fixed "Grievance Ascend" gate locked after respawning if the player died while defeating Tres Angustias.
*Unfortunately, if your save was corrupted it won't be recoverable. To help protect our players should future bugs arise, the mentioned backup system has been created.
UI issues
Menu can’t be opened during interactions anymore
Gameplay issues
The player could accumulate large amounts of vertical speed by pausing in certain conditions.
There were screen shake and vibrations occurring after the player crouched at the bottom of a ladder.
Crisanta could be damaged before the fight started using projectile attacks.
The player couldn’t attack upwards immediately after a dash.
The player could get stuck in the Wallclimb animation and could be exploited to levitate horizontally.
Level geometry fixes
Fixed Penitent One getting stuck on the lower part of a wall-climb in Jondo (Right chain screen)
Removed breakable wall leading to an infinite fall in Library of Negated Words.
Fixed collisions in a room in Mercy Dreams where the Penitent One could get stuck into geometry after dashing and being hit with a projectile.
Muddy floors in Holy Line and Desecrated Cistern had some collision issues and have been fixed.
Modified shortcut connecting Desecrated Cistern with Wasteland of the Buried Churches. Replaced blood platforms by normal platforms.
Storyline fixes
The prayer Taranto to My Sister was missable. Now spawns if Esdras is dead and TPO doesn't own it.
Gemino quest was missable and players could be locked out of the 100% completion.
Empty Golden Thimble spawns near Gémino if he converts to the tree form before talking to him.
Balance tweaks
Blood Penitence cost has been increased and now scales with player Mea Culpa level.
That wraps up Patch 1! Thanks again for your patience whilst we worked on your feedback. Now the work continues on Patch 2 and our post-launch content!
It’s hard to choose where to start when there are so many emotions spinning around our heads and hearts, but there is only one thing that we at The Game Kitchen can say after these two incredible weeks since the September 10th release:
THANK YOU!
And specially to our backers, who were the first ones believing in our vision. It’s thanks to them that now thousands of players across all platforms are unveiling the mysteries of Cvstodia. We are extremely humbled by the incredible reception that Blasphemous got.
It still feels surreal to see some of our favourite journalists, content creators and streamers playing our game and giving us the thumbs up as well as hearing the stories and experiences from you, our players.
We’re having a great time watching how Blasphemous challenges all gamers out there, but we’re also pretty aware that our launch was not as perfect as it should have been. To address this the team are currently working hard on fixing and polishing all those problems that managed to escape months of intense QA.
Believe us when we say that we listen to all your concerns and problems. Fixing these issues are our top priority right now (And our penitence! :D)
Time for the bugs to pay for their sins...
In that sense, we’re pleased to announce that there is an update coming very soon that should address the most critical issues reported by the community, including:
Expected fix for player saves being corrupted on rare occasions.
Expected fix for player progress partially resetting on rare occasions.
Softlock fix after beating Tres Angustias.
The full patch notes will be shared when the patch goes live in the near future, it’ll include gameplay, geometry, bug and quest progression fixes.
What’s next?
We’re now focused on fixing the not so critical issues, which will follow shortly in our second patch.
More importantly it’s worth mentioning that we’ve started working on the first piece of Blasphemous post-launch content. This first update will focus on quality of life features and adjustments with our future content updates further expanding the world of Cvstodia and Blasphemous!
By the blessing of the Great Miracle we hope to discuss this in more detail soon...
The game will be available here on Steam at 12PM BST and will be priced at $24.99/€24.99/£19.99.
Players can also purchase the Digital Deluxe Edition for $34.16/€34.16/£27.59. This bundle includes the game, a 200-page digital artbook, digital comic, the OST and the “Alloy of Sin” character skin!
Key features:
Pixel Perfect Combat – Use devastating combos and brutal executions to unleash destruction on grotesque enemies. Perform a parry at the right time and stagger your foes leaving them open for a counterattack.
Explore Cvstodia: venture through Blasphemous in any direction you like, with a open nonlinear level structure, finding key items will help you progress through the world and access new areas and secrets.
Customise your playstyle
Customise and expand The Penitent One’s moveset to your liking. Equip and swap out Sword Hearts to change the attributes of the Mea Culpa.
Launch day activities
Launch day livestream: Join us for a special 2 hour launch day livestream at 12pm BST. You can tune in on Twitch, Mixer, YouTube, Facebook and right here on the Steam page!
Blasphemous AMA (Ask Me Anything!) The Blasphemous devs will be over on Reddit later today answering your questions!