NEW STUFF
Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life. Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists,
Howdy, folks, this time, it took more than a year to spawn a new minigame for you. Guided by the awesome feedback and suggestions of the nicest of the game communities, BLOODSAINT 2 came to life.
Some BLOODSAINT powers were extended, new stuff added, faster waves, more duelists, I returned the hand-drawn soil, recorded music with a super heavy prototype bass created for this game, a unique guitar impulse response, and a "very cardio" double bass-focused drums. All art, code, and music were executed by the same hands.
Many many thanks for the support; I hope you like the game!
https://store.steampowered.com/app/4187540/BLOODSAINT_2/
Howdy folks! BLOODSAINT 1.0 is out now! It will be kept a few more days in Early Access to wide-test the compatibility with different machines... this framework is a testbed for a 64-bit framework that bypasses the limitations of the previous framework used on the UBERMOSH series.
If you have not tested it yet, it is a retro-vibed and paced minigame, polished during the latest months with this awesome community feedback and guided by several top-down gameplay experiences I developed over the last decade.
Lots of nice concepts spawned during the Early Access that evade a bit from the initial BLOODSAINT plan, but can nicely fit a longer sequel, top-down dungeon crawlers, and duelist-focused games... that may come soon with the design developed during this journey.
Many many thanks for the support, the kind reviews, and for taking the time to share your impressions, suggestions, and ideas for future projects! You rock!
https://store.steampowered.com/app/2998040/BLOODSAINT/
Howdy folks... this one took some time to make, but it is pretty fun!
When you get 180s, as soon as you move to the endless wave, one of the six Duelists will try to beat you, the fight will last close to a second. If you react faster enough (and each duelist is a bit different) you get a badge and keep alive on the pit...
There were some other technical tweaks... More duelists can appear later... And I am very happy about how this tiny story is being told through gameplay and music. Please check it!
Many many thanks for the support and feedback!
https://store.steampowered.com/app/2998040/BLOODSAINT/
Howdy folks! BLOODSAINT Update 0.06 is online, and it brings pretty nice stuff to this development journey!
BLOODSAINT moved to 64-bit architecture, allowing more complex animations without breaking the PC requirements... now, when you shoot your fridge-sized plasma blast (that got boosted), the damage animation has more details, hard parts will fly, slip, and sink, and the soft meat will join different layers of the red pool. The extra layers, particles, and steps will not change much, but are kinda poetic. Game got balancing tweaks, performance tune, and I am testing new concepts for the late game (200+ seconds) aimed for the hardboilded veterans of this awesome community. Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
Howdy folks, BLOODSAINT development keeps flowing. Recently I added more vanguard enemies with giant weapons, all based on historical combat and ceremonial blades and, a tier 5 melee variant for the player, allowing new melee builds.
A few years ago UBERMOSH:OMEGA got pretty close to what was possible with that framework, I decided to move BLOODSAINT to a new 64-bit architecture, bypassing several limitations and increasing a lot the performance after this latest update, allowing not just more particles, but experimental elements to improve player feedback, like the new camera, that feels more brutal, due to the way it integrates with the sound.
Many many thanks for the feedback and support!
If there is a delay in answering, is due to the deep focus on these artistic experiments!
https://store.steampowered.com/app/2998040/BLOODSAINT
Howdy folks! BLOODSAINT version 0.03 is online, bringing the "Onslaught Frame" card, a synergic card that changes the frame of your gun to a splitted frame, inspired by the warlock gun from UBERMOSH. It tweaks the projectile shape making it thicker and affecting all the ammo card spreads. For the fun factor, it changes how punchy it is to targets too. It complements the previous update Metal Leech, a passive "area attack/shield".
Sinergic cards to melee and conjuration were tested here too, but are not cooked enough to enter the game without breaking the balance.
There is an alternative shader code that I crafting that will improve performance on the oldest machines, but it is not tested enough to enter this version, it may come in a few weeks.
For the veterans, some modifications on the late game (180+ seconds) will come on 0.04 as soon as I mature the 0.03 changes with players' feedback.
Many many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/
PS: Have your QUICKERFLAK cards dropped?
https://store.steampowered.com/app/1836120/QUICKERFLAK/

Taste is pretty personal. It took some time, but I finally got the vibe right for the QUICKERFLAK cards. I wanted to illustrate the secret reunions before you start to flak everything. Inspired by religious art, alternative comics, and the darkest metal covers, it spawned deep profile backgrounds that would fit nicely on a t-shirt for a gothic/darkwave party.
Many many thanks!
Please check QUICKERFLAK 2 and BLOODSAINT if you have not checked it yet!
I am working on some bloodsantic updates and a few other projects that spawn when community suggestions are super fun but do not fit the original title. More stuff soon!
https://store.steampowered.com/developer/waltermachado
BLOODSAINT Version 0.02 EA is Online!
Howdy folks! This latest update adressed some community requests, like gamepad support and stuff that I was already working on, like the METAL LEECH, a power that is kinda passive, but are affected by your aim and movement, and can be used like an armor, or a roomsweaper power during the sprint. Now there are more upgrades than waves, and there is a level of deckbuilding, because your Saint will not be able to max all powers before ascension. The Bonesplitter got a buff, and now you control 2 blades. There are other minor graphical, performance and gameplay tweaks, but it is nicer to see it playing than reading!
Many many thanks for your suggestions, support and Steam Reviews,
soon, version 0.03!
https://store.steampowered.com/app/2998040/BLOODSAINT/
Howdy folks! Time check it!
BLOODSAINT is pretty solid, with that straight-forward retro-hardcore minigame vibe.
It should had been launched in 94, but it is fresh now and while you shoot stuff I will be here working on a few more enemies to enter the pit.
It is Early Access, and stuff will be added and tweaked. If you want to share your input, I will be glad to hear it! If you like it and wanna make a review, it will be triple awesome!
Many thanks!
https://store.steampowered.com/app/2998040/BLOODSAINT/

Howdy folks! I hope you are all fine. 24th BLOODSAINT will launch (version 0.01, Early Access); the actual version is pretty tested, it is running super fine, and the game balance is as sweet as it can be. Since the golden state of this first version, I have been testing flamethrowers, ogresized enemies, mages, and more stuff not hardboiled enough to enter the main game yet.
The list of community requests is dense and spiky, and it is a really nice exercise to manage what still needs more testing before it manifests in to playable content. I am very grateful for this opportunity. Thank you!
Studio is moving to a wider place due to the new framwork, more machines running at the same time and I can keep the flow recording tracks, testing gameplay and experimenting with visual art. The studio switch may consume a few more days and how this changes allow me to keep the production momentum surelly pays out the circus.
There are lots of data that would be nice to share, but it is even nicer to keep it evolving stealthly, to not spoil out the gameplay experiences that I am cooking for you!
https://store.steampowered.com/app/2998040/BLOODSAINT/
I am still working on it; the plan is to launch it in May.
There is an expected delay before Steam approves the title for launch (1-2 weeks to approve Store and Build, 2 weeks+ of "comming soon").
The leveling system is "kinda new," heavily inspired by classic elements with some twists to make it cleaner and quicker.
Every month, I do my best to release new stuff, from new projects to game updates, and it is always awesome to give you these handcrafted gameplay experiences. Many thanks!
https://store.steampowered.com/developer/waltermachado
Steam Early Access is pretty magical. I have some buddies trying it here in Brazil, and the nicest folks are playing the same game thousands of kilometers away, with similar feedback guiding this update.
We have a new enemy class that moves with lightning speed and cirurgical precision, like a zoomed spider, a vampire in movies, a chess queen with long movements, or a mutted banshee with a flak cannon. To deal with it, you have your melee "sword breaker" with limited stamina, a full-auto Flak cannon, and the human factor, which finds gaps to solve stuff in your own way.
It moved from 2 to 5+1 enemy classes (from QQF1 to QQF2) to test your reflexes and combat awareness.
The texture maps and surfaces were polished to add performance, and the protagonist death animations were tweaked to look nicer.
The level generation was tuned following player feedback.
It is a nice time to SSS it!
Many thanks!
https://store.steampowered.com/app/2799110/QUICKERFLAK_2/
All Early Access update goals are done under the expected time, and BULLETHELL 1.0 is out!
If you are a game development enthusiast who checked the early versions before the fat bullets (and just one hero, fewer enemies, different pace, etc.), it is a nice time to enter the pit again!
Player feedback is magical, and some ideas that do not fit the core concept of THIS game have spawned other projects that may come soon. One that I like to highlight is the "room beater" QUICKERFLACK with the addition of melee inspired in BULLETHELL. There is a roguelike under development, and I am double-checking a few early concepts that were not possible with the UBERMOSH framework and may fit the latest BULLETHELL code structure.
Many, many thanks! Your feedback helped a lot, and I hope to deliver a teaser of some of the new stuff later this month!
Pump your reflexes and have fun!
https://store.steampowered.com/app/2620000/BULLETHELL/
https://store.steampowered.com/app/2620000/BULLETHELL/
BULLETHELL development is flowing pretty nicely, and today you will be able to play with two new heroes: a KENSAI character bringing the bullet-cutting gameplay to the table and a "bulletwall gunner" that favors the "roomsweaping before movement" gameplay.
There is also a new enemy class that tries to predict where you will be and fire in that direction.
I hope you like the new content, and many thanks for the trust and feedback during this Early Access journey.
https://store.steampowered.com/app/2620000/BULLETHELL
Steam Early Access is pretty magical. Players do not know what they will get. Developers do not know how the finished version will be... and this coop can create astonishing results.
As a few of you may know (due to Steam notification issues), I am developing BULLETHELL to be a sub-30 second arcade minigame challenge with no fillers to get that heart pump feel as soon as possible. It is pretty experimental; it is not an UBERMOSH (but it shares the same universe). It is not a room beater like QUICKERFLAK, but a "kinda new" thing, handcrafted by me for you.
Yesterday I sent the HEAVY GEAR update, and I am working on the next one.
Many thanks for the support, reviews, and community hub interaction! Your feedback is priceless! It helps to shape an experimental design, and it is very heartwarming!
https://store.steampowered.com/app/2620000/BULLETHELL
Many many thanks for the feedback during this journey!
Half artist, half tech guy, ...fueled by your awesome feedback via Reviews and Steam Community Hub, I am in a constant quest to develop your requested gameplay experiences. 95% of the time I have to develop and test each step, producing different products that merge and blend, creating more complex stuff. UBERMOSH gave us a solid gameplay, but the framework needed to be rebuild from scratch to allow something past OMEGA.
I started working on a smarter AI that could predict movements and a different way to deal with the topdown animations and particles... that study spawned QUICKERFLAK. Ruthlessmod improved the SWARM AI from Swarmriders, leading to a "smart slime" that may appear in a sequel of a drifter game that nobody is asking for. The quest for an ENDLESS UBERMOSH, that works with the heavy zoom of the first game, the particles and smart AI from QKF and the pumping drums of the TTV series are summoning BULLETHELL, my "hardest to balance" title so far, that will stay a few months on Steam Early Access and, it will be the nicest to have you aboard during the development!
Howdy folks! I hope you are all having a pretty decent time!
I am working on my largest project so far, not saving on the dark guitar fuzz, heavy contrast, and tribal drums (this explains the launching gap).
During the breaks, I am addressing some tweaks on Steam community items, like Trip to Vinelands and TTV2 Steam cards, that were made with photos of the real location that inspired the series. The next community items may be AccrO cards (and an expansion of the flyable map), Swarmrider Omega cards and I am checking my old hard drivers for nice UBERMOSH concept images for more community items (heavily asked on the Stem hubs).
The production pace is kinda slow due to the handcrafted nature of my work. I am doing my best!
Many many thanks! I will keep the updates here
https://store.steampowered.com/developer/waltermachado
I consume indie stuff. You don't? Weird music with AM static, short movies with shifted hue, fuzz pedals with just one knob, barely functional niched objects... the developer doing its own thing.
We try these artistic experiments, it fuels our soul to do our own stuff...
...talking about artistic treats, please, please, check this one. It's for you.
I hope you have a great time.
https://store.steampowered.com/app/2062920/TTV4/
Many many thanks!
https://store.steampowered.com/developer/waltermachado