In this update4
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Full Bloodstone Rising update
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Repeated intro
Hey everyone, Mark here again. Welcome back to the second Devlog for Bloodstone Rising!
What changed
- Gameplay
- Balance
- Server
- Store
Bloodstone Rising changes
Today, I want to delve into something equally important: playtests, feedback, and how you can contribute to shaping the game.
Why Playtests Matter
I can spend weeks coding features, tweaking combat, and building systems, but the real test happens when someone else picks up the game and plays it their way.
That’s when the unexpected shows up: strategies I never thought of and feedback I wouldn’t have considered on my own.
This kind of feedback helped shape the new version of the first Boss, which now has more mechanics, attacks, and is more challenging.
That’s the magic of playtesting: it turns Bloodstone Rising into something greater than the sum of its parts.
How to Give Feedback
I want feedback to be as easy and open as possible.
Here are the main ways you can help:
Discord feedback channel – The best place to drop quick thoughts, screenshots, or funny bugs • Steam discussions – Perfect for longer write-ups and suggestions • Playtest reports – For those in the closed playtest, I’ll share a short survey after each testing round
Whether it’s a one-line “shotgun feels weak” or a full breakdown of your run, every bit of input helps me tune the game closer to what players want.
Playtesters Wanted
If you’re reading this and you’re curious about Bloodstone Rising, now’s your chance to jump in. Playtest sign-ups are planned to come, and spots will be limited.
Playtesters get: • Early access to new builds before public demo updates • A chance to directly influence game balance and features • Tester bragging rights in the community
Keep an eye on the communications for potential sign-ups in the coming weeks.
[dynamiclink href="https://store.steampowered.com/app/3338020/Bloodstone_Rising/"]
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