HomeGamesUpdatesPricingMethodology
Steam News16 February 20264mo ago

Demo Patch 0.3.5

Greetings Lunar Knights, This week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version.

Full notes

Full Bloodmoon Survivors update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Greetings Lunar Knights,

What changed

5 fixes2 additions14 changes1 removal
  • UI and audio
  • Gameplay
  • Fixes
changedThis week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version. Hopefully these make for a smoother experience and improve the combat.
changedImproved the UI for arrow pointers on Level up screen and Boss Chest
addedAdded borders to powerups that show their rarity by color
fixedFixed a bug with Prime target / Mark for death / Absorb / Deflect where they would not trigger during dual wield
fixedFixed a bug with the UI where the Evolve text was a clickable part of the powerup button, which make it go into an infinite loop of selecting and deselecting the button
fixedFixed a bug where the player stats increase in size too much when highlighted
Innerverter range1416Innerverter range increased, buff

Bloodmoon Survivors changes

changedThis week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version. Hopefully these make for a smoother experience and improve the combat.
changedImproved the UI for arrow pointers on Level up screen and Boss Chest
addedAdded borders to powerups that show their rarity by color
fixedFixed a bug with Prime target / Mark for death / Absorb / Deflect where they would not trigger during dual wield
fixedFixed a bug with the UI where the Evolve text was a clickable part of the powerup button, which make it go into an infinite loop of selecting and deselecting the button

This week with the conclusion of the playtest, I'd made several fixes to the game's balance, visual clarity, and UI. These are now coming to the demo version. Hopefully these make for a smoother experience and improve the combat.

  • Improved the UI for arrow pointers on Level up screen and Boss Chest

  • Added borders to powerups that show their rarity by color

  • Fixed a bug with Prime target / Mark for death / Absorb / Deflect where they would not trigger during dual wield

  • Fixed a bug with the UI where the Evolve text was a clickable part of the powerup button, which make it go into an infinite loop of selecting and deselecting the button

  • Fixed a bug where the player stats increase in size too much when highlighted

  • Tuned: Permafrost to trigger at higher swings count

  • Tuned: Poison flask to have a higher explosion radius 3 > 4 from the start

  • Increased Innerverter range from 14 to 16

  • Grayed out text for locked bravery levels to better show it’s unavailable to pick

  • Tuning:Increased the size of bullet wall

  • Grim Reaper:Changed the color of its particle effects and removed its lighting

  • BugChanged the Blood Donor and Flesh Siphon success sounds to not resemble the player level up sound
  • Vampirism TreeReworded upgrades to better explain new abilities
  • Tuning: Split shot made all shots shoot from the front with varying spread patterns

  • Bug:Soldier quest, fixed a bug where the soldier indefinitely follows the player without fighting

  • BugStalwart/Siege Fixed a bug where the powerups were activating their opposites instead of the one you selected
  • ImprovementLevel select screen, I changed the text “Victories” to “Difficulties Cleared”
  • Miasma Evolution

    • Made it spawn further from the player so it doesn't hide the player sprite

    • Put the sorting under the player

  • Poison Bomb Evolution:

    • Made it spawn further from the player so it doesn't hide the player sprite

    • Make it so the player sprite sorts on top of Poison Bomb

  • Big Man Boomerang Evolution:

    • Set the spawn distance further from the player so it doesn’t hide the player sprite

    • Make it so the player sprite sorts on top of Big man boomerang

  • Reaper Evolution:

    • Make it so the player sprite sorts on top of Reaper

  • Blade storm Evolution:

    • Now spawns randomly but away from player’s location, not on the player

    • Make it so the player sprite sorts on top of blade storm

  • Hollow Points:

    • Make it so the player sprite sorts on top of Hollow Points

    • Set the spawn distance further from the player so it doesn’t hide the player sprite

    • Reduced particle effects

  • Vortex Arrow:

    • Make it so the player sprite sorts on top of Vortex Arrow

    • Set the spawn distance further from the player so it doesn’t hide the player sprite

  • Orbital Cannon Evolution:

    • Make it so the player sprite sorts on top of Vortex Arrow

    • Set the spawn distance further from the player so it doesn’t hide the player sprite

    • Reduced particle effects

Source

Steam News / 16 February 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.