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Blessed Surface

 
Down for MaintenanceOct 18, 2024 - Community AnnouncementsHi, I've become aware of some technical issues with my games Blessed Surface and Ufflegrim due to the aging version of the game engine they run on. There are issues on fairly common setups where the games may run at a low framerate, or not at all. In the next few days, I will work with Valve on options for temporarily removing the games for purchase while this issue persists, while not affecting existing owners and leaving the soundtracks available for sale. If possible, I would like to make the games still available on an invite basis, for anyone curious about some broken old games or interested in helping fix them. But I'll have to ask Valve what's possible. I don't have a lot of time for game dev any more. I'm afraid I don't have an ETA on fixes, so I'm taking this measure to make sure nobody feels ripped off by a nonfunctional product in the meantime. I've also been slowly working on the 3d, first-person spiritual successor to Blessed Surface, which takes up most of the spare time I do have. I intend to release a store page and trailer for that very soon. Subscribe to my youtube channel if you'd like to see it: https://www.youtube.com/@CorpseKingReki To any who've showed interest in my games over the years, thanks for the support.Blessed Surface: UnleashedDec 22, 2020 - Community AnnouncementsReki here. I like to release updates around the winter sale to show my appreciation to everyone who's playing the game. Didn't have as much time this year, but I've managed to put together an update with a fair amount of content, quality of life, and some endgame stuff. Please enjoy, and let me know in the discord if I broke anything! https://discord.com/invite/DWz6kxt NOTICE: Linux version will be delayed. Keep an eye on your Steam downloads for its release. FEATURES - Added character classes you can get from special fights across the world. - Added daily quests to level up your class. - Added a second aux slot. Quite a few of those items, so only having one slot was a bit of a waste. - Added a new endgame boss with customizable difficulty and random drops. - Added a character to the top of Grom Wall Ascent who increases your storage space by 2. - Added 8 passive weapons that have replaced weapon-specific auxiliary items across the world. - Weapon-specific auxiliary items can now be obtained from vault codes, which are usually found near the weapon they're from. - Added 8 new prizes for tokens at arena. - Adventurer’s Backpack no longer increases storage space. Instead creates random potions for you when you collect a lot of ammo. - The Curse Shrine now gives Curse Sprouts, an edible item that gives you 5 curse charges when consumed. - Added more terrain to lower Flooded Passages. - Added a consumable item that drops off a certain moon's enemies that triggers your blessing. - Added some events that have a chance of happening for the day. - Added food items that augment your regen with various effects. Obtained from a very rare random event. CHANGES - You can now view and select the cards you've collected without having to be in their area. - Curse Charges now drop ammo when they are destroyed from you getting damaged. - Chests now open when you open your inventory nearby, and close when you close your inventory. You can still whack them with melee, which forces them to stay open or closed. Splight heart chest is unaffected by this change. - Monster spawn limit now only applies to ecosystem spawned monsters. Ghost builds should feel a lot better, as well as certain battles against numerous foes. - “Trigger twice on swap attack once a minute” is now “Trigger ten times on swap attack once a minute”. That’s still only a rate of 6 triggers a minute, which is nothing compared to even the basic trigger types. Hopefully it fills a reliable niche now. - “Trigger on life regen” is now “Triggers three times on life regen”. Even at max regen, it’s situational on top of having a timer. More triggers per regen should make it more rewarding. - Passive melee weapons no longer count as projectiles. Sorry monkey build. - Survival mode in the arena now begins with double spawns, and gets harder every 5 waves or so. Ever wanted to fight 10 bosses at once? It's a lot of fun. - Replaced lock blocks at garden exit with boss blocks. Hopefully will result in less player...The Gunsmith UpdateJun 20, 2020 - Community AnnouncementsReki here. I recently completed my own playthrough of Blessed Surface. I hadn’t really been able to do a full playthrough before because I was always testing individual sections of the game. I found a couple things that I never fixed, so I fixed those broken things, added new content, and did some balance. Welcome to the Gunsmith Update. {STEAM_CLAN_IMAGE}/31289006/46a88199fece47275767889519cb01750e03fd7b.png FEATURES: - Added 13 new heart trigger types you can get from a special event in Skungus Wilds. - Added gun crafting parts obtained from the same event as above. - Added a new random event to mines. - Added a new goddess. TWEAKS: - Greatly increased the crit chance of rage. Hopefully this will buff pure melee and make rage more useful beyond spending it on finishers. - Balanced the levels of several gods to be more useful or less punishing. - Attack movement Calamity Card gives more speed now. - Poison Curse Charge Calamity Card now consumes charges, but gives you some to start with. - Rapid attack Calamity Card now instead simply damages all nearby enemies. - Transformation Calamity Card now always transforms you into a beast, and does not require that you have a transformation item. Its bullets are also slower. - Lamonte Calamity Card only deals knockback to you now, and the life cells don’t vanish constantly. However, it gives life less frequently now. - Stun gong Calamity Card now also damages when it stuns. - Rain Calamity Card now makes rain damage enemies. However, it only produces any rain close to the end of its effect, so you’ll need to invest elsewhere to take advantage of its devastating ability. - Spinning fire sword Calamity Card now also damages when it burns. - Luck boost Calamity Card now stacks luck on you a lot faster. - Speed on rage Calamity Card now also autocrits nearby enemies based on rage. Instead of transforming enemies on hit, enemies now sometimes call for help when hit. - Spell sealing trident from Calamity Card now follows you after 3 seconds if you go out of its range. Its bullets are also a little less numerous and are cleaned up after the card’s effect is over. - Malser Heart now summons ghost fish. - Potions are now a potential reward from the Giga Machine. - Getting wet from rain now puts out burns. - Increased rain hitbox. - Drubub Heart and Twilight-Devil Heart minions now work with the standard target picking system, and should be more reliable. - Zhiqi armor plates now self destruct after 10 seconds. - Plonker heart now gives its ammo over time to avoid infinite loops. - Factions now display how much gold is required for the next rank FIXES: - Fixed Scaithe Heart turret crashing the game. - Fixed a bug that prevented Giga Pistol from gaining xp with its regular attacks. - Stopped Mines boss from entering Giga mode in the arena. - Fixed Scrapheart Heart creating invisible minions with no corpse in slot. - Fixed shield circle from showing up after death. - Cleaned up the damage crack effect on final boss...The Giga God UpdateApr 17, 2020 - Community Announcements{STEAM_CLAN_IMAGE}/31289006/2996c493399173a8b6cae7dbf9dc4b302f2a0b74.png Reki here. Originally this was supposed to be a bugfix update, but working on bsurf relaxes me, so I added a lot of stuff. Update includes a pantheon of over 20 gods, endgame content, and more. Patch notes below, dev notes and images below that. FEATURES: - Added god shrines scattered all over the world, each with a unique new passive. - Giga bosses now drop giga coins, which you can trade in for prizes. - Added a scavenger hunt. - Added an endgame scavenger hunt. - Added a new random event to the Passages. - Comets now drop orbs that summon another comet of the same color when consumed. - There’s now an option for attack direction to be based on cursor position. GAMEPLAY TWEAKS: - Improved autotargeting of numerous projectile sources to not target your pets or friendly ghosts and be a bit more intelligent in general. - Ancestor of Dust finisher now creates a stationary rune instead of dealing contact damage - Adjusted Salt Dagger speed, timing, knockback, and hitbox to be more usable. - Luck now displays any bonuses to itself in inventory. - The Ancient Peach now removes status effects when consumed. Just to give this tutorial item a little character building potential. - Marked a bunch of non damaging status inflicting stuff to count as player projectiles. - Luck buffs last longer now. - Magnetic buff is removed from your pet if it happens to get it, since it’s horribly annoying and not uncommon with a certain new feature. - Sleep is also now removed from pets so they don’t get stuck somewhere. FIXES: - Fixed an issue with luck not counting itself properly for a certain encounter. - Fixed an item that was accidentally left at level 1000 by default. - Fixed some issues with chests not saving item level properly. - Fixed animations bugging out when swapping corpses during a secret finishing move. - Grass no longer wiggles when you stand at its edge. - Fixed certain blocks clipping the player and sending them through the ceiling on game load. - Fixed bugs and crashes with dialogue and sleeping. - Improved frozen debuff’s ability to slow certain creatures. {STEAM_CLAN_IMAGE}/31289006/eb0f1d1a3e7f8f545b26a7180eccc7f60404847f.png {STEAM_CLAN_IMAGE}/31289006/05743a1bb1e06d0ee9891da915173ac2d9f8c954.png {STEAM_CLAN_IMAGE}/31289006/a6796effb93808fe5ca8d3f98149d350cc030c81.gif DEV NOTES: It’s been real nice to come back after finishing and releasing my other game, Ufflegrim. After working on a turn-based game like that, going back to my roots feels good. I like how Ufflegrim turned out, but there’s just so much more you can do when you aren’t limited by grid based movement or turns. It’s literally having a hundred times the space and time to develop mechanics with. The focus of this update’s content is on making the world worth exploring again. There were already systems like monster hearts to keep you searching around, of course, but this update features a lot of stuff placed in sp...Items & Immortals UpdateFeb 14, 2020 - Community AnnouncementsReki here. I think of the titles for these updates on the spot as I write the patch note announcements. So don't get your hopes up, there isn't a pantheon of 20 immortals with complex, multi-phase boss ai for you to slay. There are a lot of new items and achievements though! {STEAM_CLAN_IMAGE}/31289006/82f63935999583f81bbcab68db1ae85d74a5827d.png This is the development cycle of bsurf. As I fix issues from the previous patch, I can't help adding some more content, and thus more issues, inflating what was meant to be a small bugfix patch to a larger one. This way, even though the game isn't very popular, it can get some frequent content updates, depending on how long it stunlock combos me into developing more. I think I'm breaking out of the combo for real this time, though. Thanks very much to anyone who's had fun with the game. While some may say it's not even worth 50 cents, I know that's not remotely true thanks to those who loved it and swapped stories about interesting things happening in their world. I designed this game to give the player stories to tell, so nothing makes me happier. Of course, there are actual critiques out there I'll always accept as valid, but for now, the game should be in pretty good shape for players capable of mastering it. That's all outa me. Enjoy the update. PATCH NOTES: - Added brand new items to many chests that only contained monsters. - Added a new item to the area above Wilds. - Added Calamity Card challenges and achievements to endgame areas. - Calamity Cards now drop as a pickup you have to touch before they draw a card. These drop more frequently than the old system. - Fixed behavior of a few held-down weapon attacks with directional attacks off. - Replaced Belph’s Urn swap attack. - Gate Staff no longer does damage or is destroyed by enemies touching it. - Toned down knockback of Fool’s Cannon normal attack. - Improved Demon Bulwark normal attack mobility. - Fixed Pound Chain’s knockback direction. - A certain secret corpse now refreshes the duration of its effect when cast again. - Spines now have various damage thresholds, some have had their effects changed, and they no longer spam up the bottom textbar. - A few hints have been added to the ending to make sure the player knows a couple things have/will happen. - A certain tree no longer disappears if you move too far in one direction. - Nerfed Moldgut health a little. - Curse Hive second attack pattern is now shorter. - Fire from burning status now lasts shorter. - Fixed Mine robot not dropping its item. - Rapid attacks Calamity Card now only allows regular attacks and not swap attacks, since it prevented you from swapping weapons. - Fixed creature transforming Calamity Card from making creatures despawn due to being nocturnal. - Fixed some incorrect collisions in Skungus Wilds. - Fixed a crash with Scaithe Heart passive. - Fixed a crash with Foomie Heart passive. - Foomie Heart trigger can no longer clip you through to different areas, and possessed ...Two New Items, More Fixes + Now Available on itch.ioFeb 1, 2020 - Community AnnouncementsReki here. Like last patch, I've sniffed out more bugs and added a couple new items. In other news, Blessed Surface is now on itch.io, DRM-free. The version of Blessed Surface on Steam is also technically DRM-free, but due to certain Steam related functions, won't run without it. The itch version is a good option for anyone that has issues running Steam for any reason. Just a simple zip containing the game. https://ckrekii.itch.io/bsurf Same price and Operating System support as the Steam version. Only differences are that achievements, cloud saves, and multiplayer are not available, since they all use Steam. PATCH NOTES: - Added a very rare drop to living walls. - Squid in Passages now drops something very good. Please try to kill him and get it. - Garden boss no longer drops its gunner the first time you kill it. - Calamity Card deck now properly clears when creating a new game. - Fixed area travel bugging out after creating a new game. - Fixed Foomies becoming unkillable with hp buffs. - Fixed bosses respawned with souls not dropping items. - Fixed issues with Mine boss battle in the arena respawning its non-arena counterpart. See ya next time.Fixes & a New ItemJan 30, 2020 - Community AnnouncementsReki here. Got fixes and stuff for the big update the other day, as well as one new item. I messed with the save directory a bit, please let me know if it freaks out and deletes your save or anything. Also, Steam Cloud saves are now active on Linux. Discord: https://discordapp.com/invite/e73QHcX PATCH NOTES: - Old One-Eye now drops something pretty good. - Increased rarity of magnetic and loaded on ravenous creatures. - Fixed loaded status effect bullets shooting far from their origin. - Added a tooltip to explain the Calamity Card system when hovering over a card to toggle. - Fixed a crash with Hunter of Eyes finisher. - Fixed a crash with Foomie Heart passive. - Reduced population of Globins in Skungus Wilds. - Added fullscreen options. - Fixed windowed resolution going greater than display. - Resolution and fullscreen options now initalize at start menu. - Put save files in their own folder so they aren’t in a big mess next to the exe. - Set up Steam Cloud for Linux. As mentioned in a previous update, the game's price has increased. I hope the support I've given the game is enough to warrant it. If one is to judge value by playtime, the longest playtime I've seen anyone have of Blessed Surface is over 200 hours. Most definitely won't play that long, but it's totally possible, with the sandbox elements of the game. If any more bugs comes up, I'll do my best to fix them. Hopefully will have other news to share soon. Focusing on Ufflegrim and other projects for now. Till next time!Linux UpdateJan 23, 2020 - Community AnnouncementsReki here. The Linux version of the Exchange Update is out! Sorry for the wait. It’s important to me to keep a this version up to date, as I use a lot of open source software myself. I worked day and night to fix the very strange Linux specific issues with the update. Patch notes are here. If any issues persist, please visit the discord for help: https://discordapp.com/invite/e73QHcX I’ve also noticed on my 10 year old Linux machine that performance is much better after the optimizations I did. If you’ve had issues maintaining a stable 60 fps, I hope this helps. See ya next time.The Exchange UpdateJan 23, 2020 - Community AnnouncementsReki here. It’s a pretty big update. There’s a new item type, overhauled npc dialogue system, a new boss, a new miniboss, a new creature, tons of new effects on existing items, etc. As usual, the Discord is the best place to go for technical help or discussion: https://discordapp.com/invite/e73QHcX NOTICE: The Linux version of this update is having crash issues. I will do my best to release it at a later date. Apologies. {STEAM_CLAN_IMAGE}/31289006/3929c99ec94778391e7b6dc4d1df688ede312dda.png FEATURES: - Rewrote most NPCs. - Gave NPCs unique items they’ll give you after going through enough of their dialogue. - Added keyword hints to NPCs. - The big bell now does something interesting if you ring it at 12 o clock. - Added many new things to see throughout the world. - Transformation items and spines now have a dedicated auxiliary item slot. - Parasites can now attach to you as auxiliary items. - Added a new creature shared between Skungus Wilds and Cemetery of Bells. - Enigma’s Corpse finisher has been reworked. - Sunless Captain finisher now makes you wet. - Added bone shotgun to Sunless Captain finisher. - Added an additional projectile to Green Comet Form finisher. - Increased speed of Red Comet Form finisher. - Red Comet Form finisher’s tentacles now count as finishers, and are no longer destroyed by non finisher attacks. - Ancient Cannibal finisher is now controlled with just the jump button, and can be canceled with the swap attack button. - Ancient Cannibal finisher is now canceled when you take a hit. - Ancient Cannibal finisher is now a lot faster and releases worms for every 10 segments. - Hunter of Eyes finisher now collects eyes from strong creatures. - Goop Gorger finisher is now slower and shorter. - Goop Gorger finisher now releases goop. - Ghost Knight’s Raccoon now counts as a finisher. - Archive Scholar finisher now summons a magic scroll. - Iron Bruiser balls now split into two upon hit, and give you an armor shard. Ten armor shards combine into a guard token. - Iron Bruiser finisher only shrinks at the end of its duration. - Ancestor of Dust finisher no longer gets stuck on terrain. - Ancestor of Dust finisher now releases ghosts. - Yellow-Weight Prisoner finisher shockwaves now stun, and they appear more reliably. - Bandit Warlord finisher now has a guaranteed crit. - Endgame corpse finisher has been made wider to better hit short creatures. - Taraski Tooth swap attack has been made more consistent on max charge, and it now has a unique sound. - Shortened Demon Bulwark swap attack. - Added sounds to wind machines. - Added a sound to bubble potion. - Added an additional visual effect to bouncy status, as well as a sound. - Added more lock blocks to the game to give more use to the recently updated key system. - Added more chests with monsters in them. - Improved visuals of starting area. GAMEPLAY TWEAKS: - NPCs now leave the area after you talk to them enough to get their items. - Ravenous creatures can now receive the loaded ...Another Large Update SoonJan 12, 2020 - Community AnnouncementsReki here. It hasn't been too long since the Redemption Update, and I've been busy finding bugs and crashes to fix. While I was at it, I took the opportunity to change some other things I wasn't happy with, and it quickly spiraled out of control into another large size update. {STEAM_CLAN_IMAGE}/31289006/ca51c3ac2d237006b5ede1e2558224187394bd8f.gif This also means that fixes will be delayed till that update is released. If you have any technical issues with the game, please ask other me or other players about it in the discord: INVITE HERE In the meantime, here are some highlights of what's coming. Upcoming Content: The new spines and transformation items will have a dedicated auxiliary item slot. There will be other new auxiliary items as well. NPCs will be overhauled to have more gameplay significance. They will receive more dialogue, and in some cases, they will be rewritten. Upcoming Balance: Many finishing moves will have new properties to bring them up to par and feel more powerful. There will be tweaks to some Calamity Cards. Upcoming Fixes: A real bad crash with Pok Heart will be fixed. A memory leak with Grimmit Heart will be fixed. CPU performance will be improved greatly. The patch note list is much larger with a lot more coming, but these are some of the most important changes. Please look forward to the update! It will release as soon as it's ready. A couple more weeks or so, I think.Weapon Updates and More FixesDec 23, 2019 - Community AnnouncementsReki here. Today’s patch focuses on bringing more weapons up to par, as well as continuing to fix any issues from the big update. Still looking into reports of hearts not giving abilities. This will be the last of this round of patches aside from any critical fixes or community requests. I’m very tired, but happy with how these game updates turned out. Hope you have fun with the weapon buffs from this patch. PATCH NOTES: - Souls, coins, and keys all float towards you now. - Grong-Sages now get mad at you for a while if you hit them with melee attacks. - Overgrowth Trimmer regular attack has more knockback, and its swap attack creates grass. - Reworked Gauntlet of Fists regular attack. - Ink Puncher regular attack greatly sped up and reworked to throw enemies behind you more consistently. - Seed Alembic regular attack can now be held down to suck in enemies. - Gave Hungry Bell a passive effect and added a couple more frames to its attack animations. - Buffed Garden Key’s rage gain on both attacks. - Fixed Key Thief finisher not dealing rage damage properly. - Sac Shotmallet now poisons enemies with its shots as the item description promises. - Poi Heart no longer spams your text bar to show key count. - Moldgut Heart no longer gives life for LOSING a status effect. - Tweaked Maffpap Heart passive to work better with the timing of certain synergies. - Fungused status effect should drop health off enemies more reliably now. - Renamed +gun status effect to “loaded”. - Fixed some sources of text that were being hidden under terrain. As far as game development, I’ll be turning my attention to Ufflegrim for now. My development time in general is becoming more limited, but I hope to release it early next year. Please wishlist and look forward to it! https://store.steampowered.com/app/1072800/Ufflegrim/ See ya next time.Keys & Locks Overhaul and Minor FixesDec 20, 2019 - Community AnnouncementsReki here. This patch fixes a few bugs with the update and makes the key system a lot more convenient. I have more minor fixes and balance tweaks coming, but I wanted to get this patch out earlier since it solves a few “key” issues. Hope it helps! I’m hearing reports of a bug where eating hearts does not give their abilities. If you have any information on this bug, please let me know in the Discord server, as it’s proving very difficult to replicate and pin down. Other bug and crash reports are also welcome there. Join the Discord PATCH NOTES: - Keys are no longer tied to areas and are no longer items. They autoequip when near a lock block. - Poi heart passive has been changed to fit the new key system. - Kinkin trigger effect now resets timer when triggered while timer is active. - Calamity Card axe now attacks with you during swap attacks as well. - Fixed an incorrect Calamity Card description. - Fixed a softlock caused by teleporting to Garden without killing the Garden boss. - Hopefully fixed a crash involving Foomies. - Fixed spiky status effect taking up status effect slots despite having expired. - Fixed tentacle achievement counting enemy tentacles towards total.The Redemption UpdateDec 18, 2019 - Community AnnouncementsReki here. Welcome to... {STEAM_CLAN_IMAGE}/31289006/3f3d05c999282454fc9766905c9b4ead8bcf2d5d.png FEATURES: - It now snows in the Belly of the Comet God during December. Look out for demonic snowballs containing a holiday surprise. - Heart slots are now generic, able to contain any blood type. - You can destroy non-anchored hearts by clicking on their slots in inventory now. - Added many new heart blood types with new triggers. - Hearts now beat on the player’s chest sometimes. - All hearts now state their effects in their item descriptions. - Calamity Card challenges are now active without picking them up. - Calamity Card effects have been overhauled and now trigger only after picking up a card. - Giga bosses are now accessed by beating the game. - Giga bosses now drop a new item type. - Added an arena where you can fight many of the bosses and creatures of the game. Includes boss rush and survival mode functionality. - Added some secret endgame content. - Added rewards for reaching the final rank of each faction. - The Strange Radio is now a transformation item. - New status effect, poison. - Added a new fruit for poison. - Replaced combination code that only spawned a Biter with something else. - Added a little more lore scattered across the world. - You can now rebind mouse buttons. - There is now a second set of keybinds in case you need two buttons for the same thing. - New game now carries over your options settings. - Replaced Peeplits in Cathedral with a new creature. - Added a new creature to Passages. - Re-added some random encounter bosses and gave them loot drops. {STEAM_CLAN_IMAGE}/31289006/18ae7a01a99c85a371da25470a503e864261c452.png GAMEPLAY TWEAKS: - Lowered Hunter spawn rate significantly. - Increased Hunter’s weapon drop chance to make up for the decrease in spawns. - Hunter life lowered to 12. - Rowu life lowered to 5 since they’re pretty hard to hit. - Boofrog death explosion hitboxes don’t linger as long. - Xydrone laser no longer hits as quickly. - Garden boss projectiles no longer drop bones. - Made Giga Cemetery boss more unfair. - Made Giga Garden boss more fair. - You can now hit lesser enemies in the final area. - You now have to more actively collect Hex Seed charges to gain a curse charge from them. - Redfang Returner boomerangs no longer get stuck on solid things, and can be thrown more than once. - Redfang Returner now cycles between its two attacks. - You can now move a bit during Taraski Tooth’s regular attacks. - Increased Taraski Tooth’s rage buildup on regular attacks. - Reworked Cobalt Spear’s regular attacks. - Bow of Fortune regular attacks are faster now. - It’s now much easier to let go of Pound Chain’s regular attack. - You can now move a little during Demon Bulwark’s regular attacks. - Demon Bulwark swap attack has had some tweaks and can now be prolonged by tapping the button. - Ghost Knight finisher doesn’t lock you in place as long. - Blue Comet finisher now has an additional section to its attack to...Difficulty Balance & Ravenous Monster UpdateJun 8, 2019 - Community AnnouncementsReki here as always. I've done some playtesting recently and decided that the game needed a few crucial balance tweaks. This patch should make for a less tedious experience overall, as well as adding some interesting encounters in the form of ravenous monsters. PATCH NOTES - Added ravenous monsters. They are the rarest of the modifiers, gain a random buff every 30 seconds, have double health, and drop life when hit. - Less hostile hunters will show up. - Hunters will properly despawn now after being offscreen long enough. - Life cells will always appear at any gravestone, and their numbers will not deplete. - Life cells are no longer solid. - You can no longer be damaged by a friend when playing online. - Grong-Sages are now peaceful to the player since they were too strong for an early game monster. They are also diurnal now. - Magnet status effect now pulses larger and smaller, and also doesn't affect its own host. - Creatures shouldn't spawn on top of each other now. - Small patch today, but I hope that makes a good difference! I've also updated the store page for Ufflegrim with a new gameplay trailer and new screenshots. It's turning out really well, check it out: https://store.steampowered.com/app/1072800/Ufflegrim/ And finally, join the Corpse King Discord server, I'll be distributing any alpha keys for Ufflegrim there in the future: discord.gg/e73QHcXWall Achievements FixMay 26, 2019 - Community AnnouncementsReki here as always. Just a quick notice that there was an issue with achievements for the Wall area that has been fixed. If you've already done those achievements, you can simply toggle your corresponding Calamity Cards on and off and you'll be granted them. Sorry for the inconvenience. Cheers.The Corpse King's Festival Begins - Linux Version, Revival Update, Giveaways, and MoreMay 14, 2019 - Community AnnouncementsReki here as always. I got a lot to go through today, so here's a table of contents. Pretty wild. 1. Announcements 2. Revival Update Patch Notes 3. Contests & Giveaways 4. The Future of Blessed Surface 1. Announcements To celebrate the release of the Revival update, there will be a whopping 40% sale price on the game from today till sunday (starts in 2 hours from the time I'm posting this). It's a super ideal time to pick it up, as the game won't see a discount this large for a good while. Blessed Surface now runs on Linux. Not much to say about it other than that it's a thing. Hope the port works well on your Linux machines and brings you some enjoyment! Steam Cloud saves have also been activated today for your convenience. I've put together a video that should serve as a decent intro to what kind of game Blessed Surface is: https://youtu.be/FRvPNqWj8PI Now for a secret announcement... Ufflegrim, the second game by Corpse King, is currently under development. Check out its Steam Page and add it to your wishlist: https://store.steampowered.com/app/1072800/ I've had ideas brewing for Ufflegrim for a long time, and I'm happy to say development is going smoothly. I've only put a couple weeks of work in so far, but the game is totally playable, if ugly and missing features. I'm hoping to release in 2019 if able. There will not be an Early Access, but I will be looking for feedback on gameplay mechanics and there may be a closed alpha. Finally, I've created a Discord server for Corpse King Games. Please feel free to join and discuss: https://discord.gg/e73QHcX 2. Revival Update Patch Notes ACCESSIBILITY: - Added Linux version - Added Steam Cloud Support CONTENT: - Added a new shrine to Prison. - Added a new shrine to Cathedral. - Added 2 transformation items. While they're in your storage, upon killing anything, you'll turn into a legendary beast. - Added a new armor to Cemetery. - Added a new weapon to Prison. - Added a new random event to Wilds. - Added a weapon that drops very rarely from Hunters. - Signposts have been placed around the world to assist in navigation. - Plonker Heart effects were an abomination and have been completely replaced with something more sensible. - Added Eckle Heart. GAMEPLAY TWEAKS: - Bosses no longer have parasites. The intention was to give the player an interesting way to regain health during fights, but they're just too distracting. Instead, bosses will directly drop health as you hit them, and the parasites are just regular creatures called Eckles living in the Passages. - Tweaked dark and bright alignment gain and added text to make effects more clear. - Random chance item drops such as monster hearts now take your luck into account. - Guard tokens are now capped at 5. - Guard token number now saves between sessions. - Scrapheart Heart minion now only stays put if you whack it with melee. - Adjusted volume of various sound effects. - Increased Plonker Heart drop rate. - Jellyfish cubes in Belly were too annoying, s...Coming Soon - Linux Version, Revival Update, and MoreMay 7, 2019 - Community AnnouncementsReki here. I've been busy, but bsurf ain't dead just yet. https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/31289006/db09240e73a033addfde2482e0f05b3799ca12ab.gif The Revival Update is nearly ready. The idea is to cram as many of the things that didn't make it into the release patch as possible into the game. We're talking new content, balance, fixes, and polish. Along with that will come a Linux version. As someone that uses a lot of open-source software, it's good to finally be able to support operating systems of the sort. Finally, you can expect other announcements about the future of Corpse King Games, and some other events to liven things up. I'm aiming at sometime next week for all of this. Until then.Release UpdateFeb 27, 2019 - Community AnnouncementsReki here, at last. It's arrived, the final version. Ahh, what to say... Note - Saves are stored in a new location. If you'd like to use your old save, you can rename the folder "AppData\Roaming\Blessed_Surface_Early_Access" to "AppData\Roaming\Blessed_Surface". Very old saves will likely have some bugs though. With this patch, I consider Blessed Surface to be complete. You can still expect fixes, little bits of polish and balance, possibly optimization where needed. I'd still like to port the game to Linux/Mac if possible, though that is proving difficult. As for content updates, I'd like to do more if I'm able to. It'd be my dream to create a large expansion out of all the planned areas I had to scrap, as well as improved multiplayer... I'll give word on whether it's possible or not in the future. This release update is meant to complete the game. Everything from sound effects, to consumable monster hearts, to the giblets that fly out when you hit enemies. A lot of odds and ends that just needed something to be complete, but it's not slacking with brand new content either. There are some new random events, new bosses, new weapons, new armor. And of course, there's an ending. I'll shut up for now and stop pushing the patch notes further down. Will probably be streaming the release version at https://www.twitch.tv/rekiiiiii at some point, with a key giveaway! CONTENT: - Added shrines and devotion system, and made old and new content work with it. - Added all remaining monster hearts. - Added some chests with nasty surprises inside. - Readded some old friends. - Added new random events. - Added a new NPC. - Added soup to Belly. - Added new attacks to all giga bosses that didn't have any. - Added boss parasites. - Added secret new weapons. - Added new traps and mechanisms. - Added many sound effects. - Added unique giblets to most creatures. - Spiced up Passages with some new tiles. - Spread creatures from the final area across the world in favor of some better fitting challenges. - Added Steam achievements for all Calamity Cards, and one for reaching the ending. - Added an ending. GAMEPLAY TWEAKS: - Smoothed jump physics. - Heart abilities now show up in inventory. - Melee attacks will now phase through pets. - Pet inventory slot color now changes to match the pet's ribbon color. - Adjusted the rate at which you gain light or dark alignment. - Zhiqi armor plates no longer drop health. - Adjusted level design between Cathedral and Basin. - Bosses now heal one damage per thirty seconds if they don't receive any damage during that time. - Added water to Kiriki Garden's well. - Rotting debuff now stops enemies from healing when applied to them. - Increased attack cooldown of upwards melee attacks, to prevent flight with them at low levels at least. - Particles released by Seed Alembic now do some knockback to enemies. - Chain-Walker Heart trigger ability changed to only break after a certain amount of time. - Added shadows to many sources of text. - E...Release DateFeb 15, 2019 - Community AnnouncementsReki here. Blessed Surface will enter full release on February 27th. Check out the release trailer: https://youtu.be/TZThmlvnFfA I really tried to give an honest show of what makes the game special in this final trailer. It's the 6th trailer I've done for bsurf. Hopefully an improvement over the first one I put together, which had no music, kind of empty, lifeless scenes, and I was embarrassed of even as I uploaded it. Good times. Aaanyways... I'm done with all essential content for bsurf. There are still a few loose things I need to get done, of course. But it has a beginning, an end, and a decent amount of stuff in between. I will take the time between now and release to polish, balance, and add as much extra content as I can. Until then.Progress Report #2Feb 5, 2019 - Community AnnouncementsReki here as always. It's been a little while since the last progress report. I wanted to write another just so it doesn't look like I'm slacking off or have abandoned the game, so here goes. First, a reminder of why there are only written updates at this point instead of actual patches. With most of the content completed, release isn't too far off. During this time, I'm working at 200% to cram in every last bit of polish, last minute content, etc. to get the game done in time for the unannounced date I'd like to release on. I'll also need to work on a release trailer, as well as seeing if I can port the game to other operating systems. Lots to do, hence the decision to not update the game more till final release. Can't afford to worry about whether I've left in gamebreaking bugs in smaller patches at this stage, we'll do it all at once. Content The Monster Heart system is completed. There are over 50 hearts in the game, one for each ecosystem spawned enemy. With one trigger and one passive effect each, that's over a hundred unique effects to build your character with. Giving a sense of value and potential to the creatures of bsurf was a big goal, and I hope this system has achieved that. NPCs still have work to do. I'd like to go through and edit all of them. I've never written much dialogue, especially not with an unusual conversation system like bsurf has, so it definitely needs some touching up. If there's time, I'd like to add one or two more as well. I've added some more booby traps into the game. I actually created quite a few and tried placing them around, but I found that adding too many doesn't enhance the experience. It's cool to have a few danger zones full of them, but otherwise they just become a chore, and annoying. There's already plenty of gameplay created by the creatures of each area. When I'm done with everything else, I'll add as many random events as I can. I have a fat list of ones I wanna do, hopefully I can get to at least some of them. Sound Effects Sound effects are the biggest workload at the moment. All boss and creature sounds have been finished. Currently working on heart ability sounds. Once those are done, it'll be smooth sailing with only a few miscellaneous other things needing sound. The End The ending has been fully functional for a while, but I've recently decided to make the buildup more impactful. I moved the creatures from the final area into the rest of the world to make space for some more fitting challenges, which I'll be developing after sounds are done. After that comes NPCs, and after NPCs, hopefully, a little spare time to add more random events. Then I edit together the best trailer I've ever made, see if I can port to Mac and Linux (no promises), and release the game as finished. This will probably be the final bit of communication until I have a release date. Please look forward to final release. Once it's all done, I fully intend to write an agonizingly long post reflecting on the development of...