Bloodhunt Launch Release Notes

Bloodhunt Launch Release Notes

Hello Bloodhunt Community!


We are very excited about the launch of Bloodhunt and we’ve been sharing a lot of the improvements that we have made since the game was in Early Access with you through detailed articles.

Here is a quick recap for you, if you want a refresher or are a new player recently joining us.

We also have support for Twitch drops, a streamer mode that helps prevent stream sniping, a new anti-cheat strategy, players stats through, multiple new quests and a lot more!

We’ve also taken the time to refine the existing design and balance. Here are some of the highlights!



As the name suggests, it sports nine barrels strapped together with a unique firing mechanism. The trigger can be tapped to fire with great precision or held down to empty each chamber in a barrage of high damage bullets.
In other words, a very versatile weapon that can be extremely deadly in the right hands. Uses precision ammo.

We have increased the resonance cap from 7 to 12.
This means that you can fill out all your resonance slots if you diablerise and keep feeding, which is perfect for all of you thirsty and power-craving Kindred.

We wanted to make diablerising worth your time, so ability cooldowns are now reset upon an successful diablerie, giving you a better chance to fight back or escape when ambushed after defeating an enemy.

Mastery challenges

Bloodhunt now features brand new Mastery challenges which are able to unlock player cards. Complete these difficult challenges for the ultimate bragging rights!




Clan Power: Projection/Dash

We increase its effectiveness to make it more competitive.

Projection lifetime increased from 10s to 12s.
Projection distance thrown increased from 15m to 16m.

Passive: Final Act
The muse passive ability now includes a 25% reduction on the regeneration timer in addition to being able to use their powers while downed. We think this will make the Muse a bit more competitive compared to other passive abilities in the game.

Passive: Kindred Charm
The range has been increased to be a bit longer than civilian vision range, and should now be applied instantly, letting you feed with ease.


Archetype Power: Sewer Bomb

The Sewer Bomb is getting a bit of a facelift to make it a bit more effective.
Increased initial damage from 20 to 25.
Increased damage over time done by gas from 16/s to 20/s.


Archetype Power: Earthshock
Decreased stun time from 0.9s to 0.65s.
The Earthshock landing animation takes about 0.5s as before.
This means that players stunned by Earthshock will be able to act way sooner and that the attacker has a much shorter window of advantage.



As always, we listen to the feedback of our players and compare your thoughts with our telemetry data. Here are the latest changes that we have made to further improve the weapon balance in Bloodhunt.

Headshot damage has been given some changes: many of the weapons have had it slightly reduced, a couple of them more then others. Precision weapons remain untouched.

The intention is to reduce the impact of lucky headshots when spraying close range weapons


Here are the nitty gritty numbers:

Pump-action Shotgun
Decreased headshot multiplier from 1.25x to 1.2x.

Double Barrel
Decreased headshot multiplier from 1.25x to 1.2x.

Silenced SMG
Decreased headshot multiplier from 1.5x to 1.2x.
This weapon is considered by many to be top tier, so this change also acts as a nerf to give more room for other weapons.

Tommy Gun
Decreased headshot multiplier from 1.5x to 1.2x.
Increased damage per bullet from 13 to 14.
The base damage compensates for the headshot damage reduction, and should in general make this a more consistent weapon, less based on luck. It also puts the headshot multiplier more in line with other short range weapons.

Dual Pistols
Decreased headshot multiplier from 1.5x to 1.4x.
The dual pistols get away with less of a decrease than the above low-calibre weapons since they are way more precision based, and we wanted to keep rewarding good aim when using them.

Assault Rifle
Decreased headshot multiplier from 1.5x to 1.4x.

Burst Rifle
Decreased headshot multiplier from 1.5x to 1.4x.
Increased damage per bullet from 25 to 26.
Increased ammo capacity from 15, 21, 30 to 18, 24, 30.

Decreased headshot multiplier from 1.5x to 1.4x.
Increased damage per bullet from 26 to 27.

Decreased headshot multiplier from 1.5x to 1.2x.
Increased damage per bullet from 15 to 16.

Decreased damage per bullet from 50 to 45.

Gas now deals damage to anyone inside the cloud, regardless of whether there are any objects in between the player and the centre of the cloud.
However, damage from multiple crossbow gas clouds no longer stack

We we think this will make the crossbow feel more consistent and further defines its role in being a weapon that is effective at flushing out enemies that are in hiding behind cover.

Additionally, the gun system has been reworked to trigger gunshots with more accurate timing, this makes automatic weapons feel steadier.

Also all gun sounds have reworked to give the game a more realistic and visceral feel of gunshots and bullets whizzing and cracking through the air as you engage in fire-fights.

All guns have been updated to work within a new system that changes the gun content based on the size of the space and the location the player is shooting in.

Make sure you try it out with spatial audio if you can!

As always, we love to hear what you think about these improvements so we encourage you do fill in our next community survey when it becomes available.

Keep an eye out for it on our Twitter page or our Discord:


Thank you for reading and as always see you at dusk!




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