STEAMYDATA

BULLETHELL — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
NEW STUFF2026-01-23https://clan.akamai.steamstatic.com/images/33198961/94bde4d38f4e197849a957b7e58cb7d2078499b5.png Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life. Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists, I returned the hand-drawn soil, recorded music with a super heavy prototype bass created for this game, a unique guitar impulse response, and a "very cardio" double bass-focused drums. All art, code, and music were executed by the same hands. Many many thanks for the suppo
BLOODSAINT 1.02024-11-13https://clan.cloudflare.steamstatic.com/images/33198961/d65a58a972c4d9625ef0cab5bd741041c79acecb.png Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series. If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade. Lots of nice concepts spawned during th
DUELIST UPDATE!2024-11-04https://clan.fastly.steamstatic.com/images/33198961/fe5fd3c727339c1efb3219d81e9aac45a4337766.png Howdy folks... this one took some time to make, but it is pretty fun! When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit... There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it! Many many thanks for the support and feedback!
BLAM!!!BLAM!!!BLAM!!! UPDATE V. 0.062024-09-08https://clan.akamai.steamstatic.com/images/33198961/6c97d8195f50feddf8400712d243eb5adc366e25.png 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
GIANT WEAPONS and BRUTAL CAMERA updates2024-08-26https://clan.akamai.steamstatic.com/images/33198961/22d5d58a483300c5cef66aed956e77c707928e9b.png 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
ONSLAUGHT FRAME2024-08-09https://clan.akamai.steamstatic.com/images/33198961/f3da8e3a013fce67bb62c987d5c53efdbadeac59.png 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 break
CONCLAVE2024-07-31https://clan.akamai.steamstatic.com/images/33198961/bddcebd5425d1d4abd8b8ed32c087b41ba6a4630.pnghttps://clan.akamai.steamstatic.com/images/33198961/60b225e9bf91c08f48df4ce06d696c6dd372e766.pnghttps://clan.akamai.steamstatic.com/images/33198961/c38ad695f92a9ce551f0cdaa8b14561d1354c0d0.png Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party.
Version 0.02 EA2024-07-14https://clan.akamai.steamstatic.com/images/33198961/b352637dfe9f69a4d4024e089c80bdf9a3502a91.png BLOODSAINT Version 0.02 EA is Online! Howdy folks! This latest update adressed some community requests, like gamepad support and stuff that I was already working on, like the METAL LEECH, a power that is kinda passive, but are affected by your aim and movement, and can be used like an armor, or a roomsweaper power during the sprint. Now there are more upgrades than waves, and there is a level of deckbuilding, because your Saint will not be able to max all powers before ascension. The Bonesplitter got a buff, and now you control 2 blades. There are
PLAY IT LOUD!2024-06-24https://clan.akamai.steamstatic.com/images/33198961/0db809c621722e904d3872c63f13a105a7ca2a78.png Howdy folks! Time check it! BLOODSAINT is pretty solid, with that straight-forward retro-hardcore minigame vibe. It should had been launched in 94, but it is fresh now and while you shoot stuff I will be here working on a few more enemies to enter the pit. It is Early Access, and stuff will be added and tweaked. If you want to share your input, I will be glad to hear it! If you like it and wanna make a review, it will be triple awesome! Many thanks! https://store.steampowered.com/app/2998040/BLOODSAINT/ https://clan.akamai.steamstatic.com/images/3
HARDBOILED2024-06-21https://clan.akamai.steamstatic.com/images/33198961/078ec774476c5d545015ae34fecf3a57710d0fdb.png Howdy folks! I hope you are all fine. 24th BLOODSAINT will launch (version 0.01, Early Access); the actual version is pretty tested, it is running super fine, and the game balance is as sweet as it can be. Since the golden state of this first version, I have been testing flamethrowers, ogresized enemies, mages, and more stuff not hardboiled enough to enter the main game yet. The list of community requests is dense and spiky, and it is a really nice exercise to manage what still needs more testing before it manifests in to playable content. I am ve
BLOODSAINT!2024-06-10https://clan.akamai.steamstatic.com/images/33198961/5eb5625d91ee346d711f96c315df7c94262f6755.png https://store.steampowered.com/app/2998040/BLOODSAINT/ Howdy folks, I have been experimenting with arcade topdown fast-paced minigame designs for over a decade, collecting your feedback and crafting stuff that may fit our nice simbiosis. I usually spend a lot of time crafting the music and sound effects, and the soundtrack of BLOODSAINT is pretty special. It happens in the same universe of UBERMOSH, with one of the characters of BULLETHELL ascending to the status of Saint, growing the powers during the ritual... so, from the powers to guitar tone,
ROGUELIKE??!!?!112024-03-31https://clan.akamai.steamstatic.com/images/33198961/58e7bc91eef96c94f73c681068b4d5d7c1c6bb2a.png I am still working on it; the plan is to launch it in May. There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon"). The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker. Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks! https://store.steampowered.com/developer/waltermachado
Fine Tweaks2024-03-18Graphical Tune (performance improvement, animation tweaks) Ai Tune (increased behavior variability, updated enemy strategy tree)
QUICKER UPDATE2024-02-29https://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update. We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve
2 YEARS to add MELEE2024-02-01https://clan.akamai.steamstatic.com/images/33198961/00f1bfcdb5f64a7b66918e8921e58751780c7dc0.png It took two years to make melee work nicely in QUICKERFLAK. The sequel gets the hunter mass from the RUTHLESSMOD, new enemy classes, and now you can rank up to SSS if you connect with the flow of FLAK+Melee. https://store.steampowered.com/app/2799110/QUICKERFLAK_2/ If you are into game development, the melee weapon was inspired by the "Chinese Sword Breaker/Long Kabutowari," which is shaped like a sword but is a strong blunt weapon that attacks with a stamina-based "turbo trigger" (based on old aftermarket "turbo gamepads" that have a turbo trigge
Rank SSS it!2024-01-04https://clan.cloudflare.steamstatic.com/images/33198961/c94406a6e7f09cfc187de10a4a610da3892347a4.png All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out! If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again! Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a r
A TON OF TWEAKS2023-12-29Several tiny elements were tweaked to move BULLETHELL to the version planned when Early Access started. From cosmetic elements like the meat parts glued to the sword that fly when you swing... to the AI going berserk affected by gore. Bullet spread was tuned, meat sounds remixed, a few textures updated, and AI polished. If you want to try it, that's a nice time. Lots of ideas moved out, several suggestions entered the game, and some tested concepts will spawn other games. Thank you a lot, and I hope you have massive fun beating your previous score. Do not get mad if the SSS does not come on the first try; it is hard for me to, and I have been
COOKING IT2023-12-17Not all ideas may fit the final version of a game. A melee enemy was tested and not fitted BULLETHELL due to how fluorescent the thug needed to be to be as visible as a bullet (and it was saved for another project). Guttural vocals on this soundtrack? It silenced the splash sounds after each KO (stored for future)... changing the pace to 30 seconds instead of 24? Worked! Now there are solid steps from the regular rank to S, SS, and SSS, giving the veterans a nice challenge without making the gameplay too short for the casual player. Some tweaks on the camping enemy with the purple bullet (working fine so far)... the new heroes worked pretty f
KENSAI and GUNNER UPDATE2023-12-07https://clan.cloudflare.steamstatic.com/images/33198961/9119d4a74579c9b934f3ed5a3873e5f7b201d2d2.png https://store.steampowered.com/app/2620000/BULLETHELL/ BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay. There is also a new enemy class that tries to predict where you will be and fire in that direction. I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey.
KENSAI and GUNNER UPDATE2023-12-07KENSAI and GUNNER UPDATE BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay. There is also a new enemy class that tries to predict where you will be and fire in that direction. I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey.
the HEAVY GEAR Update2023-11-24The HEAVY GEAR update "Weight" was added. Characters and weapons are now heavier. Bullets are larger. Enemies will have a bit of extra work to do fast angular movements aiming, and will try to shoot from distance if they have a clear path. Hero's movements are a bit"heavier" (extra grip to the soil, different acceleration). The visual effect of the damage using the heavier weapons are a bit more agressive. Enemies will try to break carroussel shooting tactics. Enemies will be more reckless if there are too much gore. "All will look and feel a bit heavier than before"
INSANITY RANKS2023-11-20AI reaction to gore tweaked, 2 new terrain locations, RANK SSS (24+), performance update (texture page tweak).