Full notes
Full Sanguine update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Performance
- Maps
- UI and audio
- Store
Hello folks!
I’ve been very, very busy over the last few weeks pushing hard toward finishing Kris’s Act 2, along with some early groundwork for Act 3. I wanted to take a moment to share where things stand, what’s coming in Patch 1.7, and what’s still left before Act 2 is officially wrapped.
🎯 Target Release Window
I’m aiming for late March to mid-April for the next major patch.
That timing aligns perfectly with the roadmap to fully complete Act 2 in Q2 2026, which puts us in a strong position to deliver Act 3 in Q4 later this year.
Once this patch lands, Sanguine will be in the best state it’s ever been.
🔥 Patch 1.7 Highlights
Here’s what’s coming:
🗿 Offer Statue Rework (Final Version)
The Offer Statues are receiving a major overhaul — and for good reason.
They will:
Fix several existing bugs
Introduce a new progression loop connected to the Blood Shop
Add more strategic choice
Statues remain in the same locations and still require a lighter to activate.
But now, when you use one:
You’ll unlock the ability to purchase that statue’s upgrades permanently at the Blood Shop using Blood Shards.
At each statue you’ll choose one option:
Restoration – Select a tier of bandage to heal
Ammunition – Select a tier of ammo (varies per location)
Recall – Teleport directly to the Shop (for a fee)
Greed – Free reward… but enemies spawn nearby
Choose wisely — once selected, that statue is consumed.
I’ve also updated the Offer Statue in-game document to explain the system more clearly.
🩸 The Blood Shop (New Hub Area)
Located in the Mobile Homes, the Blood Shop acts as your new upgrade hub.
Here you’ll find:
A brand new merchant character
Cutscenes tied to her
Character upgrades
Weapon upgrades
This creates a much stronger long-term progression system tied to exploration.
📻 Shop Radio – Collectible Music System
Inside the Blood Shop is a brand-new interactive feature: The Radio.
Take a break anytime here and listen to collectible cassette tapes found throughout Craven Oaks.
6 unique tracks at launch
Each track is a different genre
Progress tracked in the Journal
More tracks planned for the future
This adds atmosphere, replay incentive, and a little breathing room between horrors.
📖 Journal Overhaul
The Journal is receiving major improvements:
Better save/update states
Improved readability
“J” now opens/closes the Journal (controller binding coming as well)
New chapter entries tied to Act 2 content
The Journal is aiming on becoming much more reliable and user-friendly.
🗺️ Major New Areas
Act 2 expands significantly:
🏚 Mobile Homes
Fully explorable
Home of the Blood Shop
New environmental storytelling
🏢 Maintenance Building
Fully explorable
New cutscenes
New characters
New enemy types
New puzzles
🚧 Sewers Expansion
Fully explorable
Remaining fuses now functional
New boss fight
🌆 2nd St – Finally Open
2nd St is now accessible.
Major story progression
New enemies
New interactions
New cutscenes
No spoilers.
🕵️ 180+ Hidden Points of Interest
Over 180 hidden inspectable moments have been added.
These do not have prompts — if you see something interesting, try interacting with it.
They’re optional, but they give deeper insight into:
Kris’s thoughts
Environmental storytelling
The life of Craven Oaks
This is one of the biggest world-building additions yet. And there's more to come.
👹 Combat, Enemies & Visual Updates
New enemy textures and types
Enemies now disintegrate on death (cleaner combat spaces + better performance)
Lighting updates across all maps (especially indoor areas)
Shadow fixes and performance improvements
🎵 Audio & Media
New music tracks
New SFX
New dialogue
New voice tapes
A brand new VHS tape to discover and watch
📰 Lore & Documents
New in-game documents
New newspaper entries
New characters introduced
Russian localization added
Additional localization fixes
Gunpowder now craftable at Fabricators using new items
🛠 Major Fixes & Improvements
This patch includes many bug fixes and polish improvements:
Controller support enhancements
Input detection fixes
Collision fixes
Poison status reload bug fixed
Cutscenes no longer allow enemy attacks
Farm boss auto-engage fixed
Door transition bugs fixed
Landmine trigger fixes (including Giant Sewer Slug interaction)
And much more.
🚧 What’s Still Left Before Act 2 Wraps
Here’s what I’m finishing up:
🎬 VHS Shop
Area complete
Cutscenes in progress
🚗 AlTran Parking Lot
Area complete
Major story cutscene pending
New boss fight implementation
👹 New Boss
Entirely new type
Final mechanics tuning
Awaiting final model delivery
🎮 Playtesting & Bug Fixing
Pacing adjustments
Balancing
Squashing the inevitable new bugs
🎵 Additional Music
New tracks for new areas and cutscenes
🌏 Japanese Localization (Goal)
Not guaranteed, but I’d love to make this happen.
🔫 New Weapon & Ammo
No spoilers… but it’s fun.
🚀 After This Patch
Early Access has allowed Sanguine to grow exactly as planned in the roadmap.
Once Patch 1.7 drops, I genuinely feel Sanguine will be in its strongest state yet — and at a point where it’s ready for broader reviews and visibility.
I’ll be pushing a larger advertising effort once this goes live.
If you’ve been playing Early Access:
Leave feedback
Drop a review
Share it with someone who loves PSX survival horror
It makes a massive difference.
Thank you all for the continued support.
I’m incredibly excited for what’s coming next.
— Ryan
Source
Changelog.gg summarizes and formats this update. How we read updates.
