UBERMOSH - Walter Machado

Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/

UBERMOSH:BLACK - Walter Machado

Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/

UBERMOSH:WRAITH - Walter Machado

Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/

UBERMOSH Vol.3 - Walter Machado

Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/

UBERMOSH:WRAITH - Walter Machado


Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!

https://store.steampowered.com/app/2998040/BLOODSAINT
UBERMOSH Vol.3 - Walter Machado


Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!

https://store.steampowered.com/app/2998040/BLOODSAINT
UBERMOSH - Walter Machado


Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!

https://store.steampowered.com/app/2998040/BLOODSAINT
UBERMOSH:BLACK - Walter Machado


Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!

https://store.steampowered.com/app/2998040/BLOODSAINT
UBERMOSH - Walter Machado

Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield".
Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance.
There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks.
For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedback.
Many many thanks!

https://store.steampowered.com/app/2998040/BLOODSAINT/

PS: Have your QUICKERFLAK cards dropped?
https://store.steampowered.com/app/1836120/QUICKERFLAK/
UBERMOSH:BLACK - Walter Machado

Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield".
Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance.
There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks.
For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedback.
Many many thanks!

https://store.steampowered.com/app/2998040/BLOODSAINT/

PS: Have your QUICKERFLAK cards dropped?
https://store.steampowered.com/app/1836120/QUICKERFLAK/
...

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