Thanks for playing the demo !

Blood Rush

BLOOD RUSH is a fast paced roguelite skill based fps, upgrade yourself, get new abilities, get new guns, upgrade them and find synergies to destroy anyone or anything standing on your way to escape a Dante inspired Hell!

Hey ! The demo has been out for 3 weeks now, and I worked a lot on it to make it better. The updates were frequent, but I did not find time to write a changelog on Steam, so I'm doing it today. First of all, thank you all for the feedback on the game. Everything has been really encouraging for the future of Blood Rush. The first two days after the release of the demo, over 2500 players played it! This is a lot! On some occasions, some of the players found glitches and crashes. I took the time to investigate what I could, and all the crashes that were reported have been solved.  I also took some time to optimize the game (even if it was already really fine as it was), there have not been any major balance changes to not disturb the speedrunning community.  [img]{STEAM_CLAN_IMAGE}/44570519/ccf4309e15a7a7673aa0e4ec44ba9a55c1860e3b.png[/img] [b]Important updates:[/b] - Hephaistos will now give you a gun earlier. Previously, you had to die before receiving your first gun. - The FOV is now based on your vertical resolution. The game looks way better on wide screens. - You can now opt out of the game analytics data collection. (Sorry for not shipping with the option.) - I added back buttons to some menus to make them clearer. (community suggestion) - Upgrading an ability with an elemental effect will color the ability icon. (Community suggestion) - I updated the Thorns model to make it brighter and clearer. (Community suggestion) [b]Performance updates :[/b] - The damage diplayed has been redone from scratch to improve performance. You can expect a good performance boost when damaging a lot of enemies. - Most of the core code is now converted to C++. - For smaller configurations, the blood stains now disappear after some time. Balance changes : - Argos is now a bit easier and does not attack from the gound with a root anymore. - Buffed weapon switching speed upgrade. - Tweaked the flow system to grant more flow from diverse actions. - Removed a debuff for the tier V Harmonica. - Bishops can no longer push while being possessed. Other changes : - Most enemies have a small portrait now in the debugun. - Any mob can now be granted a boss health bar in the debug zone. - Added a ticking sound at the beginning of timed rooms. - You can no longer access the second hub by dying again and again in the tutorial. - The save slot displays the accumulated money you earned (instand of your current amount). - The hitmarker will flash red when killing an enemy (community suggestion). - Hitting spacebar will skip dialogues (community suggestion). - Added coffins in the catacombs. - Optimized code. Fixes : - Fixed a lot of typos. - Fixed a navmesh issue in Vires. - Fixed an issue where enemies stopped their movement when the player was too high. - Fixed an issue where the player was able to softlock himself if they tried to open the upgrade menu before they loaded. - Fixed an dup money glitch. - Fixed a bug where the inspect animation (or the lack of) prevented the player from using spells. - Fixed some trigger box blocked the dash or slam. - Fixed an issue where you were able to stack the credit screen again and again. - Fixed an exploit where Argos could be burned before the fight. - Fixed a place where corridors could overlap and softlock the player. - Fixed the timer displaying a wrong time on death. (This did not affect speedruns.) - Fixed a crash occurring from melee. - Fixed a crash occurring when dying 0.5 seconds after finishing a room. - Fixed an issue where you could leave the upgrade table with 150/100 health. - Fixed the location of some blood stains. - Fixed a priority issue in some AIs. I'll be working for the future release in early access as of now. I'll also work on UpGun and projetc BLARI to provide some updates. Max'