Let's Talk About Blindfire! It has been about a year since we stopped active development on the project. So why are we talking about it again? Well, we have just released the final update and rebranded the game to Blindfire: Lights Out. We have decided to make it free to play and
Let's Talk About Blindfire!
It has been about a year since we stopped active development on the project. So why are we talking about it again? Well, we have just released the final update and rebranded the game to Blindfire: Lights Out.
We have decided to make it free to play and keep the servers online indefinitely. We are doing this because we believe games are art and they deserve to be preserved. We refuse to bury what we built just because things didn't go perfectly. We are keeping it alive because we are proud of it. You won't see adverts or marketing campaigns trying to drag you back in. This is just a gift to those who want to see what we created.
We loved making this game. Watching playtesters get to grips with our twist on the FPS was a massive highlight for us and seeing some big streamers jump into our world was a proper thrill.
To mark the occasion,we’ve put together a new trailer that shows everything we achieved with this project:
To make sure the game goes out on a high, we have packed this final update with features that round out the experience.
We have added two new weapons: the Desolation, an explosive sticky-slug shotgun, and the Tempest, a precision burst rifle. There are also achievements to hunt down and a big batch of new skins.
One new addition we are particularly proud of is the new ‘Audio Aim Assist’.
We heard from blind and partially sighted players that Blindfire was one of the first shooters they could truly compete in. This new feature adds audio cues to help keep you oriented and let you know when an enemy is in your sights. To us, it feels like a fitting final addition to a game about fighting in the dark.
Blindfire was a flash in the dark. It was weird, loud and ours. It is staying online for anyone who wants to play it today, tomorrow or years from now. Thanks for being part of the journey.
FEATURES A new game mode has been added - Last Man Standing! The last one alive wins the round in this fast paced, round based mode. You can't come back once you are out - but as always, you can let your spite run wild by getting other people in trouble via spectator mode! Player
FEATURES
A new game mode has been added - Last Man Standing!
The last one alive wins the round in this fast paced, round based mode.
You can't come back once you are out - but as always, you can let your spite run wild by getting other people in trouble via spectator mode!
Players must reach a win count based on the amount of players, as well as reaching a lead of 2 rounds or more, to win the match.
If no clear winner is decided after a certain amount of rounds, a Final Round occurs, where the winner takes all, even if you were behind up to that point. Keep fighting even if you fall behind!
A new feature has been added - the Training Room!
This replaces the placeholder tutorial videos we had up to this point.
A freely playable area with training hints and information on how to use your skills, grenades, upgrades, how to pick up the orb or score with the bomb, a firing range, and a practice area where you can spawn bots and fight freely.
Players can swap between weapons and grenades freely and manipulate the training room in more ways than they typically could in normal gameplay. Explore the area and find out!
As a result of implementing this, we have removed the tutorial video section in the main menu.
Two new weapons have been added, the Goliath and Valkyrie!
This pistol and rifle are both charging variants of the original.
Hold down the fire button to create a shot that will deal significantly more damage than the weapon would have done with normal fire!
The Goliath can consume its entire clip in one charged barrage!
The Valkyrie can combine 3 ammo into one powerful shot.
A new Grenade has been added, the EMP Grenade!
EMP has the ability to disrupt the information your opponent receives.
Being hit by the blast of an EMP will prevent you from casting your Echo, disrupt the information shown by your HUD, and cause false positive enemy silhouettes to appear.
Use this confusion alongside your other tools to defeat your enemies!
IMPROVEMENTS
There has been some iterative balance work on the existing weapons.
The HUD in game has undergone a full overhaul, and should hopefully feel cleaner and easier to understand.
You wont see the diegetic HUD on your weapon when using ADS anymore - instead a small marker at your crosshair will let you know what ammo you have left.
You can now inspect your weapon hitting the “i” key in active gameplay. Make sure you are somewhere you can see it…
Incremental improvements have been made to performance on several maps.
Some gantries now have strip lights running down them that can be activated.
BUG FIXES
Bots have overcome their problems aiming with melee attacks.
Bots should be able to score consistently in Touchdown mode again.
We identified further areas where it was possible for a grenade to hit geometry unexpectedly.
KNOWN ISSUES
It's possible the armoury may appear blank the next time you enter it, if you were in it when a game starts.
On rare occasions it is possible the Combat Training area within the Training Room is lit up - it should be shrouded in darkness in the same way normal maps are.
If this happens, leaving and re-entering the training room should resolve the issue.
Hello Contestants! Our latest Dev Blog is now live and filled with all the details from the newest update. Make sure to check it out so you stay up to date with all the changes. Link: blindfiregame.com
Hello Contestants! Our latest Dev Blog is now live and filled with all the details from the newest update. Make sure to check it out so you stay up to date with all the changes.
NEW FEATURES The first rifle has been added - the Cerberus! - This semi-automatic rifle packs a massive punch, but with only 3 rounds per mag, every shot counts. - Unique to this weapon, you can't reload early, and will reload automatically upon the clip emptying. - A couple of s
NEW FEATURES
The first rifle has been added - the Cerberus! - This semi-automatic rifle packs a massive punch, but with only 3 rounds per mag, every shot counts. - Unique to this weapon, you can't reload early, and will reload automatically upon the clip emptying. - A couple of skins have been added for the cerberus, with more coming soon!
A new match type has been added - Wingman! - Protect each other as you advance in this Best of 5, 2v2 specialised mode. - If your partner dies, hide or protect yourself until they are able to respawn - the round only ends if both players on a team are dead at the same time. - The dead player is, of course, free to use traps to endanger the other team while waiting… - 2 new, small scale maps have been added to accommodate the game mode, complete with another new feature...
A new feature, Upgrades, has been implemented! - Upgrades are in-map pick ups that let you turn the tide of the battle in your favour. - Upgrade spawn points have been dotted around maps for all modes except Bodycount. Just remember everyone can see them before you run for them! - Upgrades come in 4 varieties; - Med-pack: Gives you an immediate burst of healing, as well as a further limited amount of healing over time. Patch up and get back in there! - Overdrive: Gives all of your weapon damage a boost for a limited period. Go for the kill! - Echo Repeater: Causes your echo to continually trigger for a limited period, giving you tactical superiority over the opponents. Search and Destroy! - Overshield: Treat yourself to a second health bar in the form of a shield! Just don’t get overconfident… - Upgrades respawn after a period of time, so ride out the storm and you will get another chance soon! - But for the strategic minded, upgrades can also be destroyed by shooting them. Consider your approach before making a move!
IMPROVEMENTS
- Bots have continued to receive incremental improvements. They should be now a little more prone to exploring, and reacting to traps activated by living players. - Bots are also already able to function in the new Wingman mode. - We are continuing to make incremental changes to the UI - the new mode has the new in-match scoreboards already present.
FIXES AND CHANGES
- Some objects that were incorrectly blocking grenade throws have been fixed to allow grenades through. We will continue to improve this as we find specific issues. - Bots should more carefully make their jumps, so as not to potentially get stuck. - Custom Game Anti-Camp should now function as expected. - Button Prompts should update as expected. - “Invalid” has been done away with, and they shouldn’t be responsible for your death any longer.
KNOWN ISSUES
- Bots aim low with melee attacks, causing them to miss even when you aren’t moving. - Any movement on your part will have them shooting again, short term. - Bots have a chance of not understanding the need to use launch pads to reach the goal in Shadowline Stadium.
A new update is now live for Blindfire! Make sure to check out the changes. NEW FEATURES There should now be new in-game leaderboards for every game mode. Please take a look! They should have animations for eliminations in kill related maps, Overtime, and for scoring in Touchdown
A new update is now live for Blindfire! Make sure to check out the changes.
NEW FEATURES
There should now be new in-game leaderboards for every game mode. Please take a look!
They should have animations for eliminations in kill related maps, Overtime, and for scoring in Touchdown.
Bots are now capable of responding to activated traps. They are generally less likely to “lock on” unfairly in the darkness.
We will continue to improve them as time goes on!
We have added some useful information to the loading screens.
We have added information about the assigned game mode to the map introduction, to help you see the objective of the game mode at a glance.
You can also now see the players during the introduction, as well as team assignments.
IMPROVEMENTS
We have iterated on and improved the end of round and showcase leaderboards.
We have optimised memory quite extensively, hopefully improving performance across the board.
We have made some optimisations to higher end settings on PC that should hopefully improve performance.
FIXES AND CHANGES
Some launchpads with unexpected hitboxes have been fixed.
Some old UV art that shouldn't have been present on certain walls have been removed.
The delay between input and picking up the orb/bomb has been reduced.
We have implemented various crash fixes, primarily around the PS5, but all platforms should see an improvement.
Hey everyone! The latest Dev Blog is now live! In it, we dive into all the features of the new update and share what’s coming soon for Blindfire. Check it out here:
Hey everyone! The latest Dev Blog is now live! In it, we dive into all the features of the new update and share what’s coming soon for Blindfire. Check it out here:
With the release of our latest content update, we’re thrilled to introduce a brand-new game mode, a fresh progression system, and voice chat! This update brings a ton of exciting features to the table, and we can’t wait to hear what you think about it. Want to learn more? We’ve g
With the release of our latest content update, we’re thrilled to introduce a brand-new game mode, a fresh progression system, and voice chat! This update brings a ton of exciting features to the table, and we can’t wait to hear what you think about it.
Want to learn more? We’ve got the perfect video for you. Check it out below!
Hello, Contestants! Patch 8 is now available, introducing new features and bug fixes. Check out all the details below! New features New match type - Touchdown Compete for control of our new, most dangerous companion, BOMB.BO, and deliver them to the goal to score points in an exp
Hello, Contestants! Patch 8 is now available, introducing new features and bug fixes. Check out all the details below!
New features
New match type - Touchdown
Compete for control of our new, most dangerous companion, BOMB.BO, and deliver them to the goal to score points in an explosive fashion!
Alternatively, throw it at the goal! A thrown goal will still score points, albeit less than if you deliver it by hand.
Use the Goalkeeper spectator interaction to protect your goal even in death, preventing players from reaching it, while delivering a nasty shock. Shocked players are slowed, can't shoot, and will drop the BOMB.BO if they were holding it.
Lastly, no one likes a ball hog. Don't let BOMB.BO count down to zero, or there will be consequences!
For now, bots will function in this mode the same as with Spotlight. Bots will attempt to attack or defend the orb holder, but will not carry the orb themselves. You need at least 2 human players to begin a Touchdown match, one per team.
Voice Chat
Players will be able to chat with anyone in the squad lobby if you are joining together ahead of gameplay.
In game, who you can chat to depends on the situation…
While alive, you can talk to your team directly with V, or by selecting the Team channel using Dpad down on a controller.
You can also talk in proximity chat to those physically around you, using Alt or selecting the Proximity channel using Dpad down on a controller.
Involved in a takedown? Killer and victim have a few seconds of direct open mic chat immediately after the takedown occurs.
During spectator mode, you can talk freely with all other spectators, regardless of team.
During all other gameplay elements (Map showcase, end of round, winners showcase), voice chat is open to everyone!
Of course, you can mute yourself, individuals and even everyone in the match easily if you want to opt out of the feature.
XP and Progression system
Completing games earns you experience towards your Player Profile Rank, and at specific levels you can unlock new goodies!
Winning, scoring takedowns, scoring multi-kills... everything you do will add small amounts of experience to your total at the end of the match.
The only situation in which you don't get experience is if you leave a match before the match completes. So stay in the game, and fight to the bitter end!
We have included several new cosmetic skin sets, weapon skins and masks, as well as new skin tones, and even newer Tracer and Charm cosmetic types.
There might be something special at the end for those who make it all the way!
Armoury
This is a new menu that lives inside the squad lobby, next to the Locker.
The Armoury contains everything regarding weapon customisation, including the new Tracer and Charm cosmetics.
Charms are attached to your weapon and add a little personal flair!
Tracers affect the colour of your gunfire!
The arrival of the Armoury also spells a change in how we handle which weapons you use in a match.
We now have a loadout system! Each round will designate the weapon type to be used, but the specific variant you equip is based on your selection in the armoury menu.
This means you can now go head-to-head with a Scarab user whilst wielding your trusty Mantis.
Please note that weapon skins have been moved from the Locker to the Armoury!
We intend to add more options to this menu… soon 🙂
Improvements
We have implemented a new system for queuing into gameplay. Quickplay and Custom remain the same. Instead of Solo and Squad, we now have The Crucible and War Games. The Crucible restricts your search to Bodycount and Team Bodycount only. War Games includes all match types apart from Bodycount and Team Bodycount.
New controller options have been added! In particular, much requested input acceleration and deadzone manipulation options should now be present and functional.
A new Announcer and ABI assistant voice over has been added!
A new post-match screen has been added where you can see your performance in the prior game.
The options available in Custom Matches have been expanded! Expect to see more options appearing in later updates, too.
Bug Fixes
Slow Reload should no longer become disabled over time.
Name plates should appear as normal again, although they are now positional, and will hide where players are obstructed.
Losing internet connection should once again return you to the title screen.
Known Issues
If you start firing directly after sprinting, the animation will look like you are firing upwards (although any bullets will be fired in the correct direction)
The button prompt for quick respawn may not update in game if you change it from its default
On Abyssal Ascent, bots spawning on a specific spawn point may become unable to move from the point.
When killed by bots, the game will occasionally tell you you were killed by KillerName, instead of the name of the bot that killed you.
Very rarely, after picking up the BOMB.BO you will be unable to throw it correctly.
Hey everyone! We’ve recently added bots to Blindfire, and they’re already making queues faster and helping new players get the hang of the game. If you want to learn more about this awesome new feature, check out our quick Q&A video on the topic—it’s up now on our YouTube cha
Hey everyone! We’ve recently added bots to Blindfire, and they’re already making queues faster and helping new players get the hang of the game. If you want to learn more about this awesome new feature, check out our quick Q&A video on the topic—it’s up now on our YouTube channel!
Also, the next content update is dropping at the end of this month, so stay tuned for that. You won’t want to miss it!
Hello, Contestants! Patch 7 is now available, bringing changes to some of the recently released features as well as high priority bug fixes. Check out all the details below! Features We have enabled Custom Games for single players . This should allow you to generate games of your
Hello, Contestants! Patch 7 is now available, bringing changes to some of the recently released features as well as high priority bug fixes. Check out all the details below!
Features
We have enabled Custom Games for single players. This should allow you to generate games of your choice with bots if you just want to get into some action!
The only mode you can't Custom Game alone is Spotlight, as that currently requires a human player on each side to pick up BORB.EE.
We have enabled the matchmaking server to match you with bots if no one else is available in the queue.
The matchmaking server will, of course, always prefer to match players together before starting a bot game.
Currently the server will revert to creating a bot game after 4 minutes. We may revise this down in future updates.
Bug Fixes
The bots have overcome their fear of Nightvoid Gap, and are willing to explore it once more.
Resolved a controller navigation issue in the squad lobby, while playing as a host during matchmaking, that prevented the user from accessing the Locker.
Resolved a minor graphical issue in the mode select screen.
Resolved an issue where the options menu would occasionally give options for something it shouldn’t! (stay tuned)
Improvements
Enabled some changes that should significantly improve performance at low graphical settings.
Hello, Contestants! Patch 6 is now available, introducing new features and bug fixes. Check out all the details below! New features New match type A new match type - Spotlight - has been added. This match type is Squad based only . The match is a best of 3 rounds. Fight over cont
Hello, Contestants! Patch 6 is now available, introducing new features and bug fixes. Check out all the details below!
New features
New match type
A new match type - Spotlight - has been added.
This match type is Squad based only.
The match is a best of 3 rounds.
Fight over control of our adorable new companion, BORB.EE, and collect points for your team for each second you hold it in hand.
While holding BORB.EE, you cant use your weapons and you are lit up, but you also have infinite sprint and a healing factor to keep you on the move! You can also drop or even throw BORB.EE to one of your teammates!
The first team to accrue 100 points wins the round.
To improve the experience of matches on multi-height maps, we have added gantry-level spawn points. These will be available in both Spotlight and Kill Race.
Custom Matches
Custom Matches have been added to the lobby options! - This option only appears when you have at least 2 players in your squad. - The squad lobby can now support 8 players to facilitate full custom matches. If the squad has more than 4 players, Custom Matches will be your only option. - Rather than going into matchmaking, you will be allocated a server directly. Upon selecting custom, you will be able to edit;
Match type
Map
Weapon Selection
Bot Participation (explained below shortly!)
Bots
A first implementation of Bots has been added! Bots are now available in a variety of ways…
If matchmaking can't find enough players to make a full game, it will add bots to cover the difference for you.
It will still prefer smaller capacity full player-based game modes, like the small variant of Kill Race, if possible.
If you enable the option in Custom Games, bots will fill the spaces remaining in your lobby.
If a player leaves mid-game, they will be replaced with a bot.
- Bots are capable of reacting to both light and sound from other players in their vicinity, and will do their best to track players they have seen, to bring them down. - In Spotlight mode, bots on both teams will attempt to protect/attack the player holding BORB.EE, rather than trying to pick it up themselves. (Since this mode should only start with at least one human player on each side) - Bots are a work in progress, and we will improve them as time goes on.
Spectator Assists
In Bodycount and Team Bodycount, players are now able to gain points through Spectator Assists!
If you light up a player with one of the spectator interactions throughout the maps, and they die within a short period afterwards, you will be awarded a Spectator Assist, worth 10 points, just like an assist in live gameplay!
With this, even if you die early in the round, you can still continue to earn points and keep pace with people who survive longer.
Don’t give up, and light ‘em up!
Main Bug Fixes
The Announcer has finally agreed to slow down during Kill Race.
The announcer should no longer declare a Draw when there is a clear winner.
Please note: in Bodycount mode, the round winner is decided via points, rather than who the final survivor is.
The pause menu should no longer re-appear next round, if you are in it when the round ends.
Players should now display the correct cosmetics in the lobby, mid-match, and in the winners showcase.
Please note: As a result of resolving this bug, cosmetic skin loadouts have unfortunately been deleted. Please create your favourite look once more!
Small Kill Race groups should no longer spawn in with Big Kill Race rules.
Keybinds should no longer sometimes misbehave and trigger both new and old function at the same time.
Traps obscured behind walls/objects should be a bit more visually clear.
There should no longer be rare instances of player names not appearing in the lobby.
Main Known Issues
If you start firing directly after sprinting, the animation will look like you are firing upwards (although any bullets will be fired in the correct direction)
1 player may have a blank name plate while in spectator freecam mode.
Having your controller disconnected and reconnected in the middle of a match has a small chance of causing Slow Reload to stop working. Restarting the game will resolve this if it happens to you.
Losing internet connection may not cancel matchmaking and send you back to the title screen.
Hello everyone, We are just one day away from the release of the new update. Alongside some fantastic quality-of-life improvements, this update introduces an exciting new game mode called Spotlight. If you want to see how this new mode works, we have prepared a special gameplay v
Hello everyone,
We are just one day away from the release of the new update. Alongside some fantastic quality-of-life improvements, this update introduces an exciting new game mode called Spotlight.
If you want to see how this new mode works, we have prepared a special gameplay video for you to check out:
Today, join Call, Jack, and Felype as they reveal everything you need to know about the upcoming Blindfire update that’s packed with exciting new features! Release date for our upcoming update: January 28, 2025
Today, join Call, Jack, and Felype as they reveal everything you need to know about the upcoming Blindfire update that’s packed with exciting new features!
Hey everyone! We have something special for you, a Q&A video with our Lead Designer, Matt Dunthorne! Check it out on our Twitter/X page to learn more about the game and get the scoop on the exciting update coming early next year. Don’t miss it! You can find the video here:
Hey everyone! We have something special for you, a Q&A video with our Lead Designer, Matt Dunthorne! Check it out on our Twitter/X page to learn more about the game and get the scoop on the exciting update coming early next year. Don’t miss it!
Today’s the day! We’ve rolled out a mini content update with some nice surprises to spice up your Blindfire gameplay. Think of it as a small box with a big, shiny bow. Except instead of a bow, it’s traps. Lots of traps! Nervous? You should be. Here’s a breakdown of all the new ad
Today’s the day! We’ve rolled out a mini content update with some nice surprises to spice up your Blindfire gameplay. Think of it as a small box with a big, shiny bow. Except instead of a bow, it’s traps. Lots of traps! Nervous? You should be. Here’s a breakdown of all the new additions to Blindfire:
WORKER’S FORGOTTEN LAMP
The Worker’s Forgotten Lamp is a new illumination trap with a wide area of effect. When triggered, it floods the nearby surroundings with bright white light and emits a distinct sound, making it nearly impossible to stay hidden. If you stumble into one, try to make the most of it. And if you get exposed? Well, sprint as fast as possible because that blinding light will make you an irresistibly easy target.
CONTAINER TRAP
Containers were top-tier hiding spots in Blindfire, until now. Meet the Container Trap, your new worst nightmare. While the lasers in this trap are not lethal (despite their intimidating vibes), they will mess up your day if you accidentally set it off. So go ahead, keep hiding in those containers. We dare you…
SHUTTER “TRAP”
Okay, technically this isn’t a “trap”, BUT it is incredibly useful. The Shutter lets you seal off key routes on the map, forcing your enemies to take an alternative path or awkwardly stand around waiting for the door to open. Whether you’re blocking enemies to give your team a breather or trolling as a spectator by repeatedly shutting the gates, the strategy is entirely up to you.
UV HORIZONTAL LIGHT
Let there be light. UV light! The UV Horizontal Light not only exposes you and showcases your fabulous cosmetics, but also adds another fun layer of strategy to your gameplay. Here’s a tip! Most traps in the game, including this one, can be activated by shooting them. Did you know that? No? Well, now you do. Go forth and start shooting at random lamps.
NEW FREE COSMETICS
It wouldn’t be an update without some fresh drip, right? We’re bringing you 10 new masks, 5 new outfits, and 2 new weapon skins that apply to every weapon currently in the game. That’s a lot of options to flex on your opponents with. Personally I’m a big fan of the new Uzumaki mask. Which one is your favorite?
NEW TUTORIAL HUB Blindfire is deeper than it looks, and we want everyone to hit the ground running. That’s why we’ve introduced a shiny new Tutorial Hub! It features a series of short, easy-to-follow videos designed to help new players learn the ropes. So, if you’ve been struggling to explain the game to your friends and family, tell them to watch it because let’s face it, we all need more recruits to grow the awesome Blindfire community during this early access phase!
NOTE: A more immersive, hands-on tutorial experience is in the works for the future, but for now, these videos will make sure everyone gets the basics of mechanics and game modes down.
That’s everything for today! Don’t worry, January is just around the corner, and with it comes another great content update. Until then, I’ll see you all in the arena. Stay sneaky, stay deadly, and try not to get caught in a trap (or do, for science).
NEW FEATURES New Map - A new small map has been added for use in Killrace - Nocturne Bridge! - This is a smaller version of the maps used for Kill Race, and will appear mainly when a kill race game begins with a lobby of 2-4 players. - To help players flow through the system more
NEW FEATURES
New Map - A new small map has been added for use in Killrace - Nocturne Bridge! - This is a smaller version of the maps used for Kill Race, and will appear mainly when a kill race game begins with a lobby of 2-4 players. - To help players flow through the system more easily, we have created custom kill race rules where the lobby consists of 4 players or less. - Lobbies of this size will now generally spawn into the new, smaller map. - The time limit and kill requirements of lobbies with this amount of players will be lower than normal. - Please note that if a game tried to load in 5 players, and 1 failed, leaving 4, the game will still load in as a “large” lobby.
NEW TRAPS - A variety of new traps have been added! Catch out friends and enemies alike in new and creative ways. - The new traps can be activated as a spectator too, so don't let them go just because they eliminated you! - Armed Mannequins have also learned to adapt their weapon loadout to the situation around them. Clever!
NEW COSMETICS - A variety of new free cosmetic sets, as well as new independent mask cosmetics and weapon cosmetics have been added! You will be able to find them all in your locker in the game.
TUTORIAL HUB - The Tutorial Hub has been added! Get tips and tricks on how to approach the game before you jump in.
FIXES AND CHANGES - A warning has been added to the lobby to let you know when crossplay is disabled for the session you are in. - When entering spectator mode, the camera should no longer get stuck in objects or outside the map bounds, and should react to player input immediately. - The announcer should be less inclined to react to kills as first blood again. - You should no longer be prevented from respawning and end up softlocked if two players are assigned the same respawn pod due to auto-respawn, or you select a respawn pod in the same frame it is assigned to someone else. - The game should now simply retry auto-respawning a second later. - You should no longer lose access to VFX on consoles when moving between Performance and Quality - If this were to still occur, you can still fix it by restarting the game.
KNOWN ISSUES - If you are in the settings menu as a spectator when the round ends, the menu will reopen once the new round begins. - If you start firing directly after sprinting, the animation will look like you are firing upwards (although any bullets will be fired in the correct direction) - The announcer can (still) be a little… overzealous at times. - He will sometimes announce a draw when there is a clear winner. This now typically occurs when a player leaving causes the game to end.
- After you respawn, you will sometimes spawn with the incorrect weapon skin. - In the winners showcase, you may sometimes spawn with the incorrect skin (primarily on PC) - You can occasionally spawn into Nocturne Bridge despite having a “large” lobby. - We are curious, how do you feel about playing on this smaller map with 8 players? - Very rarely, a “small” lobby will still load in with the large lobby rules for Killrace, though still in the smaller map.
Hello, Contestants! Patch 4 is now available for download on all platforms, bringing with it a host of important fixes. Check out all the details below: FIXES AND CHANGES - You can now correctly trigger a trap in spectator mode, then activate a respawn pod - the cooldown between
Hello, Contestants! Patch 4 is now available for download on all platforms, bringing with it a host of important fixes. Check out all the details below:
FIXES AND CHANGES - You can now correctly trigger a trap in spectator mode, then activate a respawn pod - the cooldown between the two have been disconnected. - Crossplay settings now visually change as they should. For the time being, they are still Off by default on the Playstation 5. - VSync now behaves as expected. No more hogging the spotlight! - The Settings menu no longer causes the game's audio to mute. - The respawn timer between deaths on Killrace should once again be visible on console variants of the game. - While the game is in Simplified Chinese, the kill feed should once again display correctly. - The announcer should be a little less overzealous, but there is more work to be done here.
KNOWN ISSUES - If you are in the settings menu as a spectator when the round ends, the menu will reopen once the new round begins. - If you start firing directly after sprinting, the animation will look like you are firing upwards (although any bullets will be fired in the correct direction)
- Both the player and their drone can fail to move immediately if you were holding forward before gaining control. - The announcer can (still) be a little… overzealous at times. - He will sometimes announce a draw when there is a clear winner. - He will sometimes announce First Blood when that isn't the case. - After you respawn, you will sometimes spawn with the incorrect weapon skin. - On consoles, if you repeatedly move between Quality and Performance modes, you may lose VFX (for example, muzzle flashes or explosions from barrels). - This can be resolved by restarting the game. - On consoles, a rare soft lock can occur if the game tries to auto-respawn 2 different players on the same respawn point at the same time, or if a player selects a respawn pod on the same frame where an auto-respawn occurs on that pod.
Livestream is about to start over on Twitch!!! 🎮 Today’s stream is hosted by our Community Manager, so don’t miss out. Got questions? Be sure to drop them in the chat. We’d love to hear from you! Link:
Livestream is about to start over on Twitch!!! 🎮
Today’s stream is hosted by our Community Manager, so don’t miss out. Got questions? Be sure to drop them in the chat. We’d love to hear from you!
Ow do, Everyone! Matt here - Lead Designer on Blindfire , the arena shooter where total darkness is just another weapon in your arsenal. Today, I’m absolutely buzzing to share details about our first major update, Race to Kill , which is already available on all platforms. We’ve
Ow do, Everyone!
Matt here - Lead Designer on Blindfire, the arena shooter where total darkness is just another weapon in your arsenal.
Today, I’m absolutely buzzing to share details about our first major update, Race to Kill, which is already available on all platforms. We’ve loaded it up with new features, powerful weapons, and some massive maps, but the star of the show is undoubtedly Kill Race.
Grab a brew, your favourite biscuits and settle in. It’s time to take a closer look at what’s coming to Blindfire next.
KILL RACE: SHOOT TO WIN, FAST!
At its core, Blindfire has always been about turning the unknown dangers of the darkness into tactical opportunities. With Kill Race, we wanted to crank up the intensity of our pitch-black fights to the death. It’s fast, it’s highly competitive and it’s brilliantly chaotic.
What’s the objective? Rack up kills faster than anyone else. Simple. It's every player for themselves, but don’t worry - there’s a Team Kill Race variant for those of you who’d prefer to squad up (and blame your mates when things go pearshaped like I do).
Here’s what makes Kill Race a thrill: - Dynamic Respawns: Every time you’re eliminated, you’ll choose your respawn point from a bird’s-eye view of the arena. Then get launched into the action via a very snazzy retro-futuristic pod, and you’re back in the fight within seconds. - Non-Stop Action: The pace of Kill Race is unlike anything we’ve done before. With minimal downtime, you’ll spend more time fragging and less time sulking about being fragged.
If you would like to see an exciting match of Kill Race before jumping into the game, watch our latest video:
For Kill Race, we’ve designed two brand-new maps, both of which are twice the size of our existing Bodycount arenas. The biggest difference? Verticality. These maps give you more room to manoeuvre, but they also let you climb - literally - to new heights.
Imagine this with me: you are perched on up on the gantry, surveying the chaos below, waiting to line up your shot… only to realise you’re completely exposed up here. Batman, you are not. It’s risk-versus-reward, it’s a bit of a gamble, and we’re excited to see the creative playstyles you’ll dream up.
Whether you’re the type to skulk in the shadows or to take the high ground like Obi-Wan, these maps bring new tactics to exploit and fresh dangers to fear to Blindfire’s gameplay.
RESPAWN PODS: BRINGING YOU BACK IN NO TIME!
The respawn mechanic in Kill Race isn’t just functional - it’s bloody cool (if I do say so myself). When you’re taken out, you’ll get a top-down view of the arena with all the lights on and your opponents flagged clearly, so you can plan your glorious re-entry and your climb up the scoreboard.
That’s not the cool part though, you’ll then be fired up into the arena via a very stylish respawn pod that wouldn’t look out of place in a 80s sci-fi film. It’s practical, it’s cinematic, and yes, it’s the perfect moment for your teammates to shout, “MATT! Could you not just have stayed dead, you’re dragging us down” (Although, perhaps that’s just me, no one seems to appreciate my next-level tactics)
NEW TOOLS OF DESTRUCTION: SCARAB & IMPUNITY
What’s an update without shiny new ways to eliminate your opponents? Enter the Scarab and the Impunity, two weapons that couldn’t be more different, but are equally fun to wield.
- The Scarab: Think rapid fire. It’s an automatic pistol with a fire rate that borders on the absurd. Great for close quarters battles, not so great if you’re trying to stay hidden though. - The Impunity: A burst-fire shotgun that pulls no punches. Two shots per trigger pull means double the damage - and double the recoil. If you can control it, you’ll be unstoppable.
These weapons are perfect for Kill Race’s fast-paced gameplay, so don’t hold back! Experiment and find your favourite.
THE ELITE 10 - CLIMB THE LEADERBOARDS, CLAIM GLORY!
For those of you who thrive on competition, we’re introducing The Elite 10 - leaderboards that highlight the best of the best across three categories:
- Total Kills: Prove you’re the deadliest contestant in the arena. - Points Scored: Outthink and outplay your opponents with strategic flair. - Matches Won: For those front and centre during the Winner’s Showcase time after time.
Earning a spot in the Elite 10 isn’t for the faint of heart, but the glory? Oh, it’s worth it. Perhaps we can put some prizes on the line for the end of the season… 🤔
The Race to Kill update it’s a glimpse into the future of Blindfire. We’ll continue to build on your feedback and push the boundaries of what’s possible in this pitch-black world. With the game now available on PlayStation 5 as well, it has never been easier to jump into a match with your friends and experience everything Blindfire has to offer. We hope to see you in the arena very soon! 🫡
Hello Contestants! The new Blindfire update, Race to Kill , will be released today in most regions at around midnight UTC. We’re posting the patch notes ahead of time so you can get a look at what’s coming with this update! New Features New Match Types Two new Match Types have be
Hello Contestants!
The new Blindfire update, Race to Kill, will be released today in most regions at around midnight UTC. We’re posting the patch notes ahead of time so you can get a look at what’s coming with this update!
New Features
New Match Types
Two new Match Types have been added: Killrace and Team Killrace!
Kill as many players as quickly as you can - the first to reach 20 (solo) or 30 (team) wins!
Players are able to respawn quickly using new respawn pods littered around the new maps. Just select them as you would any trap, and after a few seconds you’ll be jumping back into the action!
There is a small period of invulnerability after respawning. This will be indicated on your weapon HUD. While you are invulnerable, you also can't shoot.
After 20 seconds in spectator mode, you will respawn automatically at a random pod.
There are still the usual traps around the map too - use them to get revenge on someone else, or help your team, before jumping in a respawn pod.
New Maps
To facilitate the higher speed action, two new maps have been added - Twilight Divide and Umbral Rift!
Both maps are around twice the size of our original set.
For now, these maps will only appear on the Killrace game mode.
New Weapons
Variant weapons for the Pistol and Abolition Shotgun have been added - the Scarab and Impunity!
The Scarab is an automatic pistol that trades a little damage per hit for a lot of coverage!
The Impunity is a burst-fire shotgun that fires two shells in quick succession per trigger pull. It's got a lot of kick, but if you can control it, you will have an incredible amount of damage and space control!
Both new weapons will appear in the same way the original two weapons do - they now form a pool that each game round will pull from at random.
Leaderboards
A first iteration of Leaderboards has been implemented!
For now, this shows The Elite 10; the 10 highest scoring players in terms of total wins, kills and points earned across all game modes. Can you make it to the top?!
Fixes and Changes
There should be another general performance increase, particularly for PC variants. We will continue to work on this as time goes on!
Continued improvements on the settings menu in terms of responsiveness and correctness.
Your locker skin setup is once again properly remembered between instances of the game.
You should now enter gameplay with the correct weapon skin as selected in the locker.
The uncooperative UV light on Shadowpoint Cross should now be working correctly, after swapping light bulbs.
Known Issues
Some strings are still missing from the Chinese (Simplified) translation, though only a few remain.
If you are in the settings menu as a spectator when the round ends, the menu will reopen once the new round begins.
If you start firing directly after sprinting, the animation will look like you are firing upwards (although any bullets will be fired in the correct direction)
Both the player and their drone can fail to move immediately if you were holding forward before gaining control.
Triggering a trap will also cause you to be unable to select respawn pods for the duration of the cooldown. This is unintentional - you should be able to select respawn pods regardless of your trap status. You will still auto-respawn after 20 seconds, even if you can't select the respawn pods due to a trap cooldown.
The announcer can be a little… overzealous at times. He will sometimes announce a draw even when there is a clear winner. He will sometimes announce First Blood when that isn't the case.
After you respawn, you will sometimes spawn with the incorrect weapon skin.
The leaderboards sometimes fail to attribute the results of Kill Race matches to the relevant player.