Posted July 25, 2025 by TheNevel
#2D #bullet-heaven #Bullet Hell #Loot #Pixel Art #Roguelike #Roguelite #Singleplayer #Survivor-like #vampire-survivors
Oh, hello, I guess you're here because you're wondering what's going on with the new patch to Bloodmoon Survivors? Welllllll, the patch is most certainly coming, but it's taking a bit longer than I expected. Unfortunately, the changes to the economy are so big that I've had to make the decision to wipe and reset save profiles for this one. This is not an easy decision so I'm most definitely trying to be cautious, and for that I would like to do some serious play testing, which will be happening internally next week. (If you're interested join the discord! https://discord.gg/U9T9bdHF6H). Either way though, I would rather take my time with this one. A wise man once said "A delayed game is eventually good, but a rushed game is forever bad."
In terms of art and music, Ref is actually on vacation, and Juan's music is complete, and the new trailer commission is bubbling away in the background without real much input from me. These are all important, but honestly there's not much to talk about this week, and that's a good thing because GOD DAMN do we have a lot to cover when it comes to gameplay changes. Either way though, in the interest of tradition, here's a picture of something Ref cooked up before running off to enjoy the sun.
(Yep, is this all I have sadly. Say hello to our new currency. Boss Souls, this will be big for the next patch)
Alright, so the patch... well instead of breaking down everything I've been doing I figure it'll be easier to show you the patch notes for now, so here it goes:
Data Wipe:
Economy rebalance:
Upgrade Changes:
Health System:
Drop Rates:
General Bugs:
Enemy Balancing:
Tutorial Changes:
Boss Chest Powerup Balancing:
Powerup Balancing:
Difficulty Changes:
So yeah... lots to cover. But the TLDR of everything I've been doing is trying to give the game a more replayable structure. I've noticed from how people play that it's just too damn hard in the beginning for people that haven't played a Survivor-like game, and too easy for people that have. These changes aim to rectify that by tightening the loops and scaling the game's difficulty only as time goes on, so everyone has a chance to familiarize themselves with the game.
The crux of these changes is introducing the bosses GRADUALLY in shorter, and more replayable intervals. The game now scales horizontally, meaning you unlock new levels with each successful run, but it also scales vertically, by increasing the difficulty with each round, promising more rewards, and more challenge. This was all really inspired by a game I tried recently Astro Prospector called https://store.steampowered.com/app/3503440/Astro_Prospector/, which takes my LEAST FAVORITE genre, an old school SCHMUP, and wraps it in layers of incremental unlocks which make a really difficult genre to get into suddenly very fun and enjoyable. Hopefully these changes start pushing the game in that direction.
Lastly, I just want to cover what I think is the biggest change, which is the health system. This I gave a lot of extra attention over the course of this patch, because I think it was silently killing the game. The 1-3 hearts of damage was really making each run either a God mode run, or one that ended before it got going. I spent a lot of time breaking up the hearts into a more granular series damage so that enemies can hit harder based on the difficulty!
Next week I want to have the damn patch out. That is my goal first and foremost. There is still plenty of stuff I didn't fix, but the larger the snowball grows, the more difficult it is to adjust course. So I think the plan for now it polish this patch until it shines, then start tackling my back log of improvements in smaller, more granular patches that should hopefully come pretty quick. Till next time!