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Bloodstained Email Updates

WIP

Copy/Paste of all the email updates since launch. To keep track of updates and Switch improvements.

This still needs editing to be readable.


2019-06-25 Switch

We have been listening to the feedback regarding Switch performance. Our goal is for everyone, regardless of platform, to be able to enjoy the game and have it run smoothly. We want to live up to your, and our, expectations.

Throughout the QA process we have been addressing performance issues in the game. Update 1.01 was published to Switch prior to launch to add content and improve performance. It did not accomplish as much as we had hoped and we need to do more.

To address the concerns brought up by the community we are immediately shifting resources to improve performance and stability for the Switch. You can expect a number of small updates that will improve different areas of the game rather than waiting longer for one big update. We will have more details as we dive into the work.

We thank you for your patience and apologize for the inconvenience.

Jason “Question” Ryan

Sr Community Manager – 505 Games


2019-06-26 Switch

Hello everyone, today we have an update on our progress regarding the Switch version of the game and an update on localization.

Regarding localization, we’ve been alerted that several of the languages available for Bloodstained have not been translated to the high quality bar we set for ourselves. However, I’m happy to report that our Production teams are on top of this situation and are in the process of doing a full localization pass on all languages. You can also help in this process by visiting this forum thread and providing specific examples of problem areas encountered with any languages you play the game in.

Regarding the Switch version of the game; the amazing teams at WayForward and ArtPlay are already hard at work on improvements. Below is a list of what we’re working to fix ASAP via multiple updates over the next few weeks:

HD Rumble fix (completed!) Crash stability Optimizing Miriam's jump The teams are also at work on a variety of updates to the game and engine, including:

Optimizing animation for certain enemies (WayForward is testing some techniques to accomplish big things here, but it may be risky and require lots of testing, may need to be pushed to a later update) Addressing input delay wherever it occurs Switch-specific loading optimizations (this requires a bit more work, and will probably be in the last “ASAP” patches) Obviously the above plan will adapt as we identify priorities and new tasks and as we add development resources, but we’ll keep you updated as we go.

We’ll also have more to announce soon as we do more to improve the Switch version of Bloodstained. We are committed long-term to making sure the Switch version is just as great and enjoyable as the other platforms, and this is just a window into our immediate action plans.

We apologize again for the inconvenience of the Switch launch not going according to plan, but we really appreciate your understanding and support as we work to make things right.

Roberto Piraino “Angel-Corlux”

Global Brand Manager - 505 Games


2019-07-03 Email

Hello again everyone! Not to be outdone, our amazing production and development teams came through with confirmed updates to share with you regarding progress on bug fixing, DLC and improvements to the Switch, and even bonus info on platform wide improvements! So let’s dive right in:

Chest Bug Xbox One (Status: Fix Incoming)

Treasure chest issues have been fixed; after the patch, unique items will be obtainable even on existing playthroughs. The patch for this should be submitted today (Wednesday), and we anticipate public release on Friday or Saturday. The teams are also working on additional improvements and bug fixes. Playstation 4 (Status—unchanged)

The problems causing the bug have been identified, teams are working to identify and implement solutions. No new users affected by this bug, just like before all new games/playthroughs are safe to play. Nintendo Switch (Status—fix being tested)

The fix is currently in test, the submission date we were working toward has been delayed due to a graphical bug that has reemerged. We anticipate testing will be completed by next week, which would mean an ETA of public release during the week of July 15, 2019. Improvements Map Improvements

Map close button has been remapped to standard exit/close button Marker button has been changed Trail display button has been changed Map scroll speed improved Zoom in and zoom out improved Zoom level retained when reopening the map Auto-center when opening the map Bug fix: No longer displaying enemies for completed quests Fixed items getting stuck on walls/geometry

The functionality of waiting until the item is collected automatically has been left in, in case the issue persists. Switch-specific Improvements

HD Rumble issues in certain areas of the game have been fixed Enabled Traditional Chinese language option Fixed instances where the game would crash while transitioning between rooms Work has been done on the technical “non-visible” side of things to improve input delay, stability, and various optimizations. The teams are continuing to work on these items and we'll have future updates and plans to share soon. “Iga's Back Pack” DLC Xbox One (Status—DLC being tested)

Testing will happen next week, if completed successfully we will submit and have an updated ETA for release during the week of July 15, 2019. Playstation 4 (Status—DLC submitted, pending approval and release)

We're currently working through some submissions with Sony, and plan to have an update, hopefully for release, next week. Nintendo Switch (Status—DLC approved, release imminent)

The DLC has been approved by Nintendo, we're just taking the final steps to make it go live. A quick clarification on Backer IDs: Please note that the Backer ID system will not work if you backed at the $28 or $60 tier, because those did not include the Credit Clan reward. The Backer ID/credits system only works if you backed at an eligible $100+ tier. If you do have your name in the credits and are having trouble finding your backer ID, you can find more information in the previous update.

That’s it for now, as always please keep your feedback coming, we’re all dedicated to Bloodstained for the (very) long term, and the teams at WayForward, ArtPlay and the production teams at 505 are making incredible progress. They’re literally working together like some sort of inspirational Star Trek crew, no joke, it’s pretty amazing.

For all our fans in the United States, we wish you all a happy July 4th holiday! ‘Murica! :D

Roberto Piraino “Angel-Corlux”

Global Brand Manager - 505 Games


2019-07-19 Email

Hello everyone, I’m happy to report that this week we submitted a patch for Switch, once it’s approved we’ll update the game asap. The following changes are already locked in, and we’re working to confirm even more changes/improvements etc. for this patch, hopefully by next week:

Performance Updates The teams continue to work on input delay, stability and optimization. We’re not ready to release these improvements just yet, but we’ll be sharing more information in the coming weeks.

Bug Fixes Map quest markers no longer showing when target has been killed HD Rumble issues in certain areas fixed Familiar Changes Familiar upgrade via Grade was nerfed Increased strength based on level Dullahammer Head has been nerfed Shard Adjustments (Decreased Power) Riga Storaema Craftwork Bunnymorphosis Flame Cannon Straight Arrow Chase Arrow Heretical Grinder Circle Ripper Shooting Dagger Riga Dohin Welcome Company (nerfed significantly - starting from 3 portraits instead of 5) Weapon Adjustments (Decreased Power) Flying Edge Rhava Bural Rhava Velar Enemy HP Increases Dullahammer Head Malediction Drop Adjustments Increased the drop rate of “Monster Fur” from Simians Credits Text corrections Map Map close button has been remapped to standard exit/close button Marker button has been changed Trail display button has been changed Map scroll speed improved Zoom in and out improved Zoom level retained when reopening the map Auto-center when opening the map Last but not least, we’ve seen lots of people bring up the bug on XB1 regarding the “Overlord” achievement not unlocking. The teams are aware of this and are going to be fixing it! The fix is currently scheduled to be done within the next two weeks. I know that may sound like a lot of time, it’s just a matter of prioritizing more important fixes and improvements for now. Thank you everyone for your patience while we continue to make improvements on Switch and the other platforms as well, we will be following up with more updates soon.

Roberto Piraino “Angel-Corlux”

Global Brand Manager - 505 Games


2019-06-06 Email

Hey, everyone.

As mentioned in the last update, the bulk of our development resources are still being put into the major Switch update. We don’t have an ETA to share with you on the full revamp, but we are on track to deliver on our internal dates.

One of the things the team is doing now is going through the game and identifying visual effects that are slowing things down. Where possible, we have optimized or replaced effects with ones that aren't as impactful, but visually look the same.

Once the revamp is made public, you'll see effects that are more clear and won’t drag down the framerate. We have a lot more of these kind of improvements in progress, with tons of work being done on input delay, stability, and more, but we felt that it was important to give you an idea of what's being worked on.

Xbox 1 Update 1.006 is looking to arrive by last week of September and will include:

IGA’s Backpack DLC Balance Update #1: Details Here Overlord achievement fix HDR Fix Localization improvements XB1-specific bug fixes That’s the stuff coming in the near future. We are still working on updates for all platforms, bugs, additional content, etc. We will provide updates to you as each element is closer to release.

As always, thanks for your support and particularly your patience while we get through this initial period of post-launch improvements before diving head first into additional content!

Jason “Question” Ryan

Sr Community Manager - 505 Games


2019-09-26 Email

Hi, everyone.

Work on the Nintendo Switch graphical and performance update continues. We apologize for the long development cycle. Most of the changes are on a room-by-room, enemy-by-enemy basis so there are a significant number of assets being reworked and it’s taking more time than initially expected.

We are pleased with the progress that has been made so far and look forward to getting it into your hands. While the teams are working on an extensive list of myriad improvements, their focus is on four principal areas: Visual Fidelity, Loading Times, Particle Effects and Input Lag.

Visual Fidelity - The way that backgrounds and environments are rendered are being significantly updated. This will result in noticeably sharper environments in most areas throughout the game. Loading Times - Load times between scenes are being greatly improved, but are still not where we would like them to be, so work remains. Particle Effects - We have already replaced hundreds of particle effects with new assets and more yet remain. The new ones look the same to the user, but are much less impactful on the performance of the game. This has been one of the main culprits for framerate drops during fights. Input Lag - Input lag times have been significantly reduced, once work on this is completed the game should feel much more reactive when playing. The improvements are expected to be released in two separate updates. The first update will contain the vast majority of the improvements. The second update will improve performance with a couple of especially troublesome areas and enemies.

We expect these updates to be launched by the end of November. We will give more specific timeframes when we are closer to release.

After the Switch upgrade is live, there will be a handful of assets/enemies that we want to improve like the Doppleganger enemy for example. These improvements will be part of our regular development cycle and updated when ready.

Xbox 1.006 Update

This update is still planned to go live by the end of September. It will contain:

IGA’s Backpack DLC Balance Update #1: Details Here Overlord achievement fix HDR Fix Localization improvements XB1-specific bug fixed PS4 1.04 Update

We do not have a live date for the PS4 1.04 update. We will provide more info when we are closer to a release date. This update will contain any other bug fixes, improvements we’ve been working on since the last update.

Localization Improvements

We have taken another pass at improving localization. These updated loc files will be included in the next update for each platform.

As always, we thank everyone for your patience as we work to improve the game across all platforms.

Jason “Question” Ryan

Sr Community manager - 505 Games


2019-10-31 Email

Nintendo Switch Graphics and Performance Update The Nintendo Switch Improvement update is live! We know it took a while to get this update to you and we are very appreciative of your patience.

There are four areas of improvement in version 1.03: Input Lag, Visual Quality, Crashes and Load Times.

First off, input lag has been eliminated throughout the game. You will find the controls more responsive, making the game easier to navigate and enemies easier to fight. There are still a few areas that need optimizing that will be included in update 1.04.

Visual quality has been improved so things look more clear and have more detail. Some examples below:

Overall stability has been improved throughout the game. We have addressed several specific situations that have been causing crashes, most notably when reading books from a bookcase.

Loading times have been reduced significantly, by up to 70% but there are still areas we'd like to improve. We will keep working to improve this on a room-by-room basis.

Even more improvements are coming in update 1.04, so keep an eye on the news for that announcement!

Zangetsu / Xbox 1.04 Unfortunately, we don’t have specific dates yet for Zangetsu or Xbox update 1.04 (including the IGA's Back Pack DLC) yet. As soon as we have that info we will share it with everyone.

We appreciate everyone’s patience as we continue to work on the game across all platforms and work to add more modes and backer goals.


2019-12-23 Email

Happy Holidays, everyone!

It’s December and the end of 2019 is upon us. The year has been an incredible journey of successes and challenges and there is so much more coming after the New Year.

The dev teams are hard at work behind the scenes on Zangetsu and two new modes, one of which is Boss Revenge. Beyond that, we have more modes and an additional playable character on the way. We plan to have a regular cadence of content once all the platforms are on the same level of content. We will have more news on this in the new year.

Before we get to that, here’s the current state of development for the consoles:

Xbox One Update 1.006 for Xbox One is live, along with Iga’s Back Pack. Backer codes for the DLC are out, too; we emailed all affected backers, but if you're at the $60 tier or higher you can find yours on your survey page.

PS4 PS4 update 1.04 is now live! For Japan, while the version number is different, they are at the same state of code. We will sync up version numbers in January in a future update.

Patch Notes: • Treasure chest bug fix • Localization updates • Bookcase crash fixed • Repeating SFX during Bael encounter • Familiar changes • Balance updates • Map features added

Switch Update 1.04 is nearly complete and we expect it to go live worldwide in January. Regions currently on 1.02 (SE Asia and Korea for example) will get upgraded directly to 1.04, which will include all the improvements from 1.03.

As always, we appreciate everyone’s patience as we continue to update the game through the end of the year and throughout 2020!

Thanks for being fans of Bloodstained! We’ll see you in 2020.


2020-03-02 Email

Hey, everyone!

As you may have noticed, we are no longer doing an update on the last Thursday of each month. Now that the game has launched, we are going to shift to smaller KS updates that occur when info is ready rather than waiting for a specific day.

The monthly schedule worked well pre-launch, but it isn’t suitable for a live product. Going forward you may get an update from just Fangamer or ArtPlay or 505, or a combo of the three.

The goal is to provide info to backers when it is relevant and ready, and not just because it is time. There need to be fewer “Updates about updates” and more updates that are interesting and informative along with announcements that have concrete info.

For those who want to only follow KS updates and not any of the social channels, we will collect important live info and repost here in digest form when needed.

With that said, here are some updates!

Game Mode Changes One of the promised stretch goals for the game was Roguelike. Unfortunately, the code that was created early in the game’s development is not currently compatible with this type of gameplay (especially a procedurally generated castle). Due to this, we regret to announce that we will not be developing Roguelike as part of the project's planned stretch goals.

We know this is a mode that many of you were eagerly anticipating and we apologize that we will not be able to make it happen as planned.

We don’t want to leave a hole in the roster, so we have developed a new game mode called “Randomizer” to take its place. Randomizer will launch with Zangetsu and be available for free. Details on Randomizer are laid out below.

Boss Revenge Mode On Discord, “Boss Revenge” mode had previously been mentioned as launching at the same time as Zangetsu. This statement was made in error. Boss Revenge is scheduled for the content update that follows Zangetsu and Randomizer.

Switch News Switch players may have already noticed the 1.04 update that went live in January. While this was the last Switch update focused primarily on performance, we are not done working to improve the platform. Switch has come a long way since launch and we are happy with the progress it has made, but there is still more to do (especially in large rooms/dragon towers). We will continually roll out enhancements along with content updates to make the experience as smooth as possible.

Content Cadence Switch 1.04 brought all the platforms (PC, PS4, Xbox and Switch) into ‘Content Parity’, which is a fancy way to say that they all have the same stuff. This was a big milestone for the game. When all the platforms are at the same place, it makes future updates easier to manage. The production teams can all work on the same content and release updates on a schedule with shorter gaps between them.

Randomizer Mode Details Randomizer is the story campaign you’re used to, but with a twist. Before starting a game, players can choose up to eight different game parameters to be randomized during the playthrough.

As an example, “Items - Retain Method” means that items will be found in the same spawn method (chest, mob drop, etc.) as normal. Items found in chests will still be found in chests, they will just get mixed around. “Total random” means anything can drop anywhere.

The mode will ensure safeguards to ensure that items needed to complete the game will be obtainable, so you can’t softlock your progress.

Once you make your selections, you can generate a seed that you can use for reference or to share with someone else. In addition, a timer will track your progress through the game and display your completion time at the end of a run.

We hope that everyone will enjoy the new mode and work to get the shortest clear time possible for your permutations!

More details to come!

As always, we appreciate the patience that everyone has shown as we improve the game on all platforms and work on new content!

Jason ”Question” Ryan - Sr Community Manager - 505 Games


2020-05-04 Email

At long last we are ready to announce the launch date for Zangetsu and Randomizer! We know it has been a long wait and we appreciate your patience as we’ve worked to bring this update to you.

Zangetsu and Randomizer will launch on PC, PS4, Xbox One on May 7th and Nintendo Switch by the end of May or the beginning of June. We are still waiting to get a confirmed date for Switch and will announce it as soon as we are able.

We look forward to seeing everyone’s playthroughs on both Zangetsu and in Randomizer mode!

Zangetsu Once you have completed Bloodstained and gotten the “Good Ending”, you will be able to choose Zangetsu to play through the game a second (or thirtieth) time.

Once selected, players will be able to play through Bloodstained using all of Zangetsu’s movement and combat abilities. Zangetsu is not a shardbinder, so he does not use shards as Miriam did. Instead he uses the power of his sword to dispatch enemies along with some special abilities that consume MP.

Playing Bloodstained as Zangetsu is designed to be a different experience than playing as Miriam with a focus on fast-paced combat. Consumables, equipment, crafting, treasure chests, quests and story cutscenes are disabled when playing as Zangetsu.

Randomizer Randomizer allows you to adjust eight different game parameters to mix up your experience as you play through the main story of Bloodstained. You will be able to adjust the goals of their overall playthrough and quests, the location of save and warp rooms, shops, key items and also enemy drops.

For example, you could set up a game where enemy drops (shards & items) are totally mixed up, meaning that you could end up with the ‘Release Toad’ from an ‘Aello’ instead of a Toad.

Finally, you’re able to access the seed of your randomized game in case you want to write it down and keep it for reference or share it with others. The game also provides a timer to track how fast you are able to complete the game, so if you share a seed, you can compare who can complete the course the fastest.

The eight parameters that can be adjusted are:

Goal: This determines the win condition of the given Seed, and in turn has an effect on which items are designated “Key items” and how much of the map will be in play.

Key Items: These are items that are required to complete the playthrough. Other options can further alter these items. Items cannot be randomized in a way that prevents your progress.

Shuffled: (Default) The Key Items are mixed up, but will always spawn in a Key Item location. Key items you earn from defeating a boss (ex. Double Jump) will still come from a boss - but not the same boss! Anywhere: Key items are added to the general item pool and can be found anywhere, depending on settings. With this parameter set, Boss rewards may be minor or even trivial. Save / Warp Rooms:

Unchanged: The rooms appear as they do in the core game. Mixed: (Default) The Save and Warp rooms are shuffled. Items:

Retain Type: Items of a certain type, such as weapons, will always spawn where a weapon would spawn. For example, a chest that originally held a Whip may now hold a Rapier, but will never hold an HP consumable. Retain Method: Items will always appear from the same method of spawn as they originally did. Ie. Items found in chests will shuffle amongst themselves, items hidden in walls will remain hidden in walls, etc. Total Random: (Default) This lets any item spawn anywhere, regardless of the original item in said location. There may be additional limitations based on the other settings. Enemy Drops: This setting governs anything dropped by enemies. Unchanged: Enemy Drops remain consistent with the main game. Mixed Shards: Enemies can drop any shards. Note if “Retain Type” is selected, this will keep Shards of the same type together (If an enemy drops an Effective Shard, it will now drop a different EffectiveShard). Mixed Items: (Default) Only the physical items dropped by an enemy can be randomized. If “Retain Type” is selected, the drops will remain similar to the original setting (A weapon drop is replaced by a weapon drop). Chaos: Items and Shards can both be randomly assigned and replaced by anything. Quests

Unchanged: (Default) Quests are unchanged. Shuffled: This distributes Quest Rewards in accordance with the other settings.Quest requirements will remain the same, but rewards are altered. This will obey the “Retain Type” (similar items shuffled in) “Retain Method” (current items are all shuffled amongst themselves) and “Total Random” settings.. Shops

Unchanged: (Default) The shop is unchanged from the main game. Shuffled: This will obey the “Retain Type” (similar items shuffled in) “Retain Method” (current items are all shuffled amongst themselves) and “Total Random” settings. Crafting

This setting affects all the crafting systems, Weapons, Cooking and Shards.. Unchanged: (Default) The shop is unchanged from the main game. Shuffled: “Retain Type” governs the crafting ingredients. “Retain Method” governs the Crafting Results, and “Total Random” mixes both. Examples:

Shuffled Set – Retain Method

Core game: Mithril + Damascus = Swordbreaker Randomizer: Mithril + Damascus = Dragon Shoes Shuffled Set – Retain Type

Core game: Mithril + Damascus = Swordbreaker Randomizer: Ectoplasm + Saltpeter = Swordbreaker Shuffled Set – Total Random

Core game: Mithril + Damascus = Swordbreaker Randomizer: Gold + Baselard = Country Dress That’s it for now! We will have more updates for you soon. For more information or to pick it up on any platform, visit Bloodstained's official website.

- Jason “Question” Ryan - Sr Community Manager, 505 Games


2020-06-10 Email

Bloodstained: Ritual of the Night has sold over ONE MILLION copies worldwide!

Bloodstained: Ritual of the Night has sold over 1 million copies worldwide! Thank you for playing!! - ArtPlay This is a remarkable milestone for any game, but it is especially sweet considering the humble beginnings of the project. Bloodstained wouldn’t exist without the passion and faith of the many Kickstarter backers who made the game a reality. What started as a small idea quickly turned into a phenomenon with more backers and support from the community than we could have ever expected.

We want to thank all the game’s fans for being a part of this amazing journey and for making Bloodstained: Ritual of the Night a global success.

We recently launched the game’s first major free content update which included Zangetsu and Randomizer Mode. That release has kicked off the second chapter of the game’s development.

We have a full slate of free updates planned that will take us through the rest of 2020. We are excited to share the Development Roadmap with you so everyone can see what is coming to Bloodstained over the rest of the year.

Let’s take a look…

Q2 2020 Boss Revenge Mode - Take control of one of four in-game bosses and use them to battle the heroes of Bloodstained!

Chroma Wheel - The salon is back in business with more options than ever for character customization, including hair, clothing, and skin color. Switch up your look with a true color selector and eliminating pre-set options previously available.

Q3 2020 VS Mode (Local/Online) - A tense survival mode where players compete by indirectly attacking each another.

Chaos Mode (Local/Online) - A specialized boss rush for 1 or 2 players. The mode includes randomized drops and special sub goals that will grant more equipment when completed. Collect the best, drop the rest as you build power to defeat all the bosses!

Classic Mode - It’s Bloodstained 80s-style as Miriam faces off against a series of sub-bosses laid out across five harrowing stages and three difficulty levels.

Q4 2020 Playable Character - Bloodstained’s 3rd playable character after Miriam and Zangetsu. (It’s not Dominique)

Schedules are always subject to change, but that’s the current plan.

It’s going to be a busy time for Bloodstained! There’s more content in works than we have listed above including bug fixes, improvements to the game, paid DLC and a few other surprises.

We’ll reveal more details for each new feature when they are closer to release.

Once again, thank you to everyone for helping us get to this amazing milestone! We couldn’t have done it without you.

- The Bloodstained: Ritual of the Night Team


2020-11-06 Email

Hello, Army of the Night!

We have updated our Development Roadmap though the first quarter of 2021. The new schedule kicks off (likely) next week with the surprise release of Bloodless as a playable character and improvements to Randomizer.

When you compare the new Roadmap with the previous one, you’ll see that several modes are now planned for the first quarter of 2021. We are expecting the Crossover Content and Classic Mode to launch in November for all platforms except for Switch, which will drop in December. This change gives us more development time on Chaos and Vs Modes.

As always, the Roadmap is subject to change. We will always let the community know whenever the schedule adjusts.

Due to the change in the Roadmap, we thought it would be a nice bonus for the community to release Bloodless as a playable character! We should point out that Bloodless is an additional playable character. She does not replace the “???? playable character” that you see on the Roadmap.

Bloodless will be available to all players, even if you haven’t previously completed the game. Just start a new game and name the save file BLOODLESS (make sure to use ALLCAPS). You will hear Bloodless’ voice and see her as a character option. Choose her, select your difficulty and start the game!

In addition to Bloodless, we are rolling out significant improvements for Randomizer. The Current Status page has the latest details for each update and patch notes.

That’s it for now.

Thanks for playing Bloodstained: Ritual of the Night!


2021-01-19 Email

Hello, Army of the Night!

Classic Mode and a new area and boss based on the hit game Kingdom: Two Crowns launched on January 14th. (Our apologies for not getting this update to you sooner). The updates are live across all platforms! Play Bloodstained in a whole new (old) way!

https://youtu.be/tKuk3UHutLs

Miriam must once again enter the castle to confront Gebel and survive five harrowing stages and five sub-bosses that stand in her way. Armed only with a sword and whip, can she survive her journey through the demonic castle?

Classic Mode brings retro action to Bloodstained: Ritual of the Night with levels and gameplay inspired by the classic games of yesteryear.

In addition to your main weapon, you will be able to pick up special, limited-use abilities throughout the mode, but you can only have one at a time. When you pick up a new ability, the previous one will disappear.

As you advance though the castle, you will have to defeat the sub-bosses to advance to the next stage. Defeat them all and you will face off against Gebel himself!

When you finish Classic Mode, you’ll be graded on time, score and number of deaths across three difficulty modes – be sure to efficiently use Miriam’s special moves including slide, backstep and backflip.

To play it, choose “Extra Mode” from the main menu and then select “Classic Mode.” The mode is available to all Ritual of the Night owners—you do not need to have completed the core game to play Classic Mode.

Last year we partnered with our friends atRaw Fury to transport Bloodstained: Ritual of the Night’s beloved characters – Miriam, Zangetsu, Gebel and Alfred – to Kingdom: Two Crowns.

Now it’s time to pay it forward as both publishers team up once again to merge the worlds of Kingdom: Two Crowns and Bloodstained. The Kingdom Crossover includes a new area that captures the beautiful, modern pixel art aesthetic of Kingdom.

Within the Kingdom area, you will encounter a new boss that, once defeated, will grant the new Archer Familiar Shard. This familiar will follow you throughout your adventures and attack enemies from a ranged distance. Level up the shard to get more powerful attacks!

The Kingdom Crossover will become available after you have defeated Bathin on your current save, or load an old save where you have previously defeated him. From there you will need to acquire the Crown of Creation before you will be able to locate the hidden area (it’s not shown on the map).

The Crown of Creation is equipped into the head slot and is your key to the Kingdom Crossover area. It also reduces damage at the cost of gold when worn.

We're excited for you to play the new Classic Mode and to experience the Kingdom Crossover. Thank you for playing Bloodstained: Ritual of the Night AND for playing Kingdom: Two Crowns!


2023-09-06 Email

Greetings, Army of the Night!

We are excited to bring you a message from Bloodstained Producer IGA and Director SHUTARO!

https://youtu.be/3X_54wp1xiU?si=6gCOcYSKNTLZwpTQ

First, we apologize for the long delay between updates. The development team has been busy working on the new VS and Chaos modes, both of which include online multiplayer play for the first time. This has resulted in some challenges and delays that we that we did not expect, but we continue forward! We are nearing completion of the new content.

We will share more on how Chaos and VS modes work on September 14th.

Until then, we hope this small preview of the new modes and upcoming premium DLC will give you an idea of what is to come!

TWO MILLION COPIES SOLD!

Finally, we are honored to announce that Bloodstained: Ritual of the Night has sold two million copies since its launch in June 2019!

This is due to all the to the support we have received from everyone. We would like to sincerely thank you so much. This entire project has been a labor of love for everyone involved.

We appreciate all of the support you have given us since the initial Kickstarter announcement.

We have much more to do and we look forward to sharing it all with you!

Thank you very much!

The Bloodstained Ritual of the night Team


joneirik/bs/emails.txt · Last modified: 2023/09/06 14:48 by joneirik