Blight Devlog
Release notes and dispatches from the village of Mudbury. Every patch, every fix, every chicken.
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v1.4.2
Mobile Blight Lifted, Again
Turns out the phone version had been shipping without any of its fonts, splash, or banner art. Without fonts there are no words, and without words there is no game; just a polite crash on the doorstep before the tavern even opened. Bug h...
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v1.4.1
Deliveries All Round
Mac folk finally get their own proper crate delivered to the tavern door, one for Apple Silicon and one for Intel, each stamped so no one picks up the wrong one. First time you open yours, right-click -> Open to get past macOS's "who sen...
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v1.3.9
Mobile Blight Lifted
Something nasty had crept into the mobile version. Players launching Blight on Android got a crash instead of a pub, which is arguably the wrong kind of suffering.
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v1.3.8
Quests first
The Create Game screen now leads with Quest mode, and new games default to Quest. Horde's still there, just in the second slot.
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v1.3.7
Broken song
The song 'Pixel Quest' was broken, but we fixed it with some glue.
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v1.3.6
Respecting the Stones
Adventurers have sworn off drifting through castle walls like ghosts; from now on, they walk around them like the rest of us.
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v1.3.5
Android MIDI fix
Android MIDI fix
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v1.3.4
Bugs and missing files
Missing quest files for desktop build, also Linux wasn't getting the .NET versus 9 upgrade yet, it was still building on 8.
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v1.3.3
Under the Hood
Upgraded the entire project from .NET 8 to .NET 9 to meet Google Play's new 16KB page alignment requirement for Android 15+ devices. No gameplay changes; just making sure the game keeps running on modern hardware.
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v1.3.2
Re-upload for mobile
Re-upload for mobile.
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v1.3.1
Big Slots
Weapon slots moved to the right side of the screen and made much larger on mobile so you can actually see and tap them. Tapping a slot switches your active weapon.
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v1.3.0
Click, Fight, Repeat
Combat got a complete overhaul. Click an enemy, your character runs over and starts swinging. Kill it, and they'll turn on the next thing trying to eat you. Same controls whether you're on a phone or at your desk; tap or click, that's it...
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v1.2.5
Horde Polish, Menu Facelift, and Quest Blueprints
Horde mode got a proper coat of paint. Buildings now have south-facing wall quads so the barricades read as solid structures instead of floating rooftops. A bonfire, lanterns, and campfires light the central plaza, and the whole mode run...
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v1.2.4
Quests, Android, and the Road to Google Play
The quest begins. Twelve encounters span three acts of escalating darkness; chickens scatter in the village square, bandits spring their ambush in the Whispering Wood, and something far worse grins back at you from the blight. Every enco...
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v1.1.53
Lua Screenshots and Timers
New Lua commands: screenshot([name]) saves a PNG to screenshots/, after(seconds, fn) schedules delayed callbacks. Enables scripted visual test scenes that capture frames automatically.
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v1.1.51
43 Songs; Richer Arrangements
Added 22 new songs spanning gothic organ, Celtic folk, space ambient, industrial metal, jazz, military march, percussion showcase, and more. All use advanced synth features: expression swells, sustain pedal, pitch bends, modulation vibra...
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v1.1.50
Lua Music Engine
All 21 songs ported from hardcoded C# methods to Lua scripts in scripts/songs/. MidiPlayer.cs is now a clean playback engine with a registry; no song data in C#.
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v1.1.49
Creature Name Labels
Dev-mode enemies now show their species name (Orc, Skeleton Warrior, Demon) instead of their internal ID. A missing key in ParseString was returning a garbage substring that clobbered the correct label. Also added Demon to the name looku...
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v1.1.48
NavGrid Out-of-Bounds Fix
Entities outside the NavGrid's coverage area (e.g. in dev mode at non-centre coordinates) would have their positions clamped to the grid edge, causing A-star to trace a bogus path along that edge and all enemies to drift rightward. NavGr...
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v1.1.47
Socket-Aware Combat
Attacks now carry the socket index through the network so the server uses the correct weapon per hand. Grenades, molotovs, spears, and other throwables work from either socket. Shields early-return from attack handling since blocking is ...
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v1.1.46
Dual Weapon Sockets
Creatures now have a configurable number of weapon sockets instead of a single weapon slot. Players get two hands; warriors carry sword+shield, rogues dual-wield daggers, slimes and animals have zero sockets. The system supports any numb...
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v1.1.45
Creature Unification Complete
Finished merging player and entity systems into one shared codebase. All creatures now use ICreatureController for input; PlayerInputController handles real players, BrainController handles AI. Damage, hit detection, i-frames, knockback,...
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v1.1.44
Unified Creature Class
Merged PlayerState and SimEntity into a single Creature class. Players, enemies, and NPCs are now the same type, distinguished by a Disposition field. Phase 1 of creature unification.
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v1.1.43
Entity Weapon System
Enemies now carry real weapons. Orc warriors wield swords, rogues carry daggers, the demon swings an axe. Melee range and cooldown come from the weapon stats instead of flat constants.
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v1.1.42
Pixel-Perfect Melee
Punching now uses the exact sprite fist-tip position for hit detection. The collision point is derived from the same pixel math that draws the arm, so what you see is what you hit. A red debug dot marks the exact contact point.
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v1.1.41
Bot Scripting and Weapon Rendering
bot.add now spawns real bot players instead of broken entity type 0. Bots accept weapon, at, facing, and count options from Lua — facing takes a string ("up", "down", "left", "right") or a vector table. Dev-spawned bots are frozen in pla...
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v1.1.40
Beer Mug Hand Alignment
The beer mug now sits correctly in the player's hand from all four directions. Side-facing and back-facing views had the grip point too close to the body; all directions now use a consistent offset matching the forward view, which was al...
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v1.1.39
Draggable Lua Console
The Lua console has been unchained. Drag it by the title bar, fling it to any corner of the screen, stretch it open from the bottom-right handle until it fills your entire monitor. It appears centered on first summon and grows its output...
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v1.1.38
Lua Console Polish
The Lua dev console gets a round of polish. help() lists all available commands. load("scripts/foo.lua") runs a script file from inside the console; --exec-file now routes through it so the console shows exactly what was loaded. time() r...
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v1.1.37
Dev Mode (blank field)
--mode dev is now a completely empty field; no scenery, no walls, no waves. Player spawns at world center with fists. Use the Lua console to build the scene from scratch.
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v1.1.36
Dev Mode
--mode dev starts a blank scene for isolated testing; quest village layout, no waves, no objectives, match never ends. Drop in, open the Lua console with ~, and conjure exactly what you need. Works for anyone, not just the host machine.
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v1.1.35
Lua Dev Console
The dev console is now a full embedded Lua REPL powered by MoonSharp. Open it with ~ while hosting and write real Lua; spawn enemies, NPCs, weapons, bots, and whole scenes with named arguments and loops. spawn("villager", { name="Old Hod...
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v1.1.34
Tavern Weapons & Dev Tools
The tavern now has a proper starting weapon; a Beer Mug sitting on the bar, ready to pick up and swing. Farming weapons (Pitchfork, Rake, Scythe) are scattered as static drops across the first two encounters, giving players something to ...
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v1.1.24
Village Roads & Wall Polish
The quest village finally has a proper road network. Every building connects to the central crossroads with paths that route around buildings instead of through them. The south buildings get L-shaped roads wrapping around their sides, an...