La vague 2 ? Non…
Ah oui logique. La vague 2 étant encore loin d’être livrée pour la campagne originale, ça l’aurait foutue mal…
Ils en sont toujours à présenter les extensions pas encore en prod dans les updates.
Ha OK, merci. je ne savais même pas qu’ils avaient fait une autre campagne
.
« The last chance »
https://gamefound.com/en/projects/lms/nova-aetas-renaissance#/section/project-story
Bon, ils ont l’air de vouloir enfin réagir aux différentes attentes (
plus bas) :
Hi everyone, thanks for the many messages and the honest feedback — it’s very clear you care deeply about Blood, and that’s exactly what we want: a passionate, engaged community.
We’ve read all your comments and want to acknowledge a few key points right away:
Yes, we understand that the focus right now should not just be about miniatures or aesthetics — what you want (and deserve) is clarity on gameplay, mechanics, and replayability.
Yes, you’ve been asking for more playtest results, design insights, and updated content.
Yes, the comparison with other ongoing projects like Grimcoven is valid, and we hear you loud and clear.
So here’s what we’re doing:
We are preparing a series of dedicated gameplay-focused updates that will address:
- The current state of the rules and character design
- How feedback from the TTS version has shaped development
- What has been tested and changed in recent months
How replayability is handled through deck building, Troupers, and challenge scaling
We’re also working on: - Internal playtest summaries
- A roadmap of next steps
We’ll post a new update next week, before the pledge manager closes. We’re also evaluating whether an extension might be useful, and we’ll keep you informed on that too.
Last but not least: we appreciate those of you who are proposing mechanics, testing alternative structures, or simply asking smart, critical questions. Keep doing it. We’re listening — and your feedback helps us make Blood a better game.
If you have some questions, write them in response to this message, and we will gather them to give you answers on the topics of the next updates
As usual, thank you for your patience, your passion, and your trust!
Luca LMS
En traduction Deepl :
Bonjour à tous, merci pour vos nombreux messages et vos commentaires honnêtes - il est très clair que vous vous souciez profondément de Blood, et c’est exactement ce que nous voulons : une communauté passionnée et engagée.
Nous avons lu tous vos commentaires et tenons à souligner tout de suite quelques points essentiels :
Oui, nous comprenons que l’accent ne doit pas être mis uniquement sur les figurines ou l’esthétique - ce que vous voulez (et méritez), c’est de la clarté sur le gameplay, les mécanismes et la rejouabilité.
Oui, vous avez demandé plus de résultats de tests de jeu, d’idées de conception et de contenu mis à jour.
Oui, la comparaison avec d’autres projets en cours comme Grimcoven est valable, et nous vous entendons haut et fort.
Voici donc ce que nous faisons :
Nous préparons une série de mises à jour dédiées au gameplay qui porteront sur :
- L’état actuel des règles et de la conception des personnages
- La façon dont les retours de la version TTS ont influencé le développement
- Ce qui a été testé et modifié au cours des derniers mois
Comment la rejouabilité est gérée à travers le deck building, les Troupers, et l’échelle des défis
Nous travaillons également sur : - Les résumés des playtests internes
- Une feuille de route des prochaines étapes
Nous publierons une nouvelle mise à jour la semaine prochaine, avant la fermeture du gestionnaire de promesses de dons. Nous évaluons également l’utilité d’une extension, et nous vous tiendrons informés à ce sujet.
Enfin, nous apprécions ceux d’entre vous qui proposent des mécanismes, testent des structures alternatives ou posent simplement des questions intelligentes et critiques. Continuez à le faire. Nous sommes à l’écoute - et vos commentaires nous aident à faire de Blood un meilleur jeu.
Si vous avez des questions, écrivez-les en réponse à ce message, et nous les rassemblerons pour vous donner des réponses sur les sujets des prochaines mises à jour
Comme d’habitude, merci pour votre patience, votre passion et votre confiance !
Luca LMS
Grosse grosse news aujourd’hui !
Questions Time!

Community questions and Pledge Manager Information!
Hello everyone,
We know that some of you have recently expressed doubts, concerns, and expectations regarding Blood, and we deeply appreciate every comment—it’s thanks to your involvement that we can make this project live up to its ambitions.While we wait to show you the updated prototype and more specific content, we have compiled the most frequently asked questions from your messages to provide some concrete answers and start a more direct dialogue. We will go into each topic in more depth in future updates.
First of all, however, we would like to inform you that the closure of the Pledge Manager will be postponed from the date initially indicated, which was June 30.
This is also a request that many of you have made, and we felt it was right to give you more time to decide on your purchases. We are discussing with the factory about the timing for the start of production, based on the progress of development, the production of the print files, and the production of the molds for the miniatures, in order to provide you with a new closing date for the Pledge Manager. In the July update, we will be able to give you the new date, but in the meantime, we are sharing a table with you so you can better visualize the status of the work on Blood! We will continue to update it in all future updates so you can follow all the next steps with maximum transparency!

That being said, bring on your questions!
GAMEPLAY AND DESIGN
Q. Is the gameplay final, or are you still working on changes and balancing?
A. The overall development of the game is almost complete but not yet final. The team is actively working on balancing and refining the Blood system, based on what we’ve learned from our internal testing and your feedback, including feedback from the TTS version. Some changes have already been implemented, and others are being evaluated.
Q. Are you considering community suggestions, such as activating enemies after each hero?
A. Absolutely. Several suggestions from the community have been tested internally, including alternating enemy-hero activation. Some of these options may be introduced as optional rules (our players know how much we love them) to give more freedom to those looking for a different pace of play or a greater challenge.
Q. Will the game offer “one-shot” modes, or is it just designed as a roguelite/campaign?
A. As mentioned, the game also includes a single-player mode, with specific rules for the initial equipment of the Troupers and the choice of scenarios. This makes it possible to take on standalone challenges calibrated to different levels of difficulty.

CONTENT AND PLAYTESTS
Q. When will you share the results of the most recent playtests?
A. Starting with the next update, we will begin providing reports with detailed analyses of the most recent tests, changes to the rulebook, and reflections arising from realgame sessions.
Q. Will there be a second version of the TTS prototype or physical prototype for content creators?
A. Yes. We are preparing a new version of the prototype, both digital and physical, which will include all the updated changes. This will be shared with some content creators to show the public a more polished version of the gameplay.
Q. Will we see videos of complete gameplay sessions or practical examples?
A. Unfortunately, we are not very good at making gameplay videos ourselves, but we will try to publish videos of gameplay sessions with the new prototype through selected content creators, so you can see the game in action in its most up-to-date form.

BOSS BATTLE, ESCALATION AND CHALLENGES
Q. Will the Nemeses have escalation mechanics or multiple phases?
A. Yes. Some Nemeses (but not all) already feature “escalation” phases with behaviors and powers that evolve during the game. We know that this is a mechanic that is very popular in boss battles and very close to the world of video games, useful for increasing tension and challenge as the fight progresses. To avoid making it too predictable, we will apply it to a certain number of bosses to make the fight as challenging as possible.
Q. Will the Nemesis have real tactical behaviors or will they just use boards and cubes?
A. The Nemesis system is designed to integrate tactical positioning, attack patterns, and environmental interactions. The boards are not a closed or abstract system—they serve to represent the dynamic abilities of the boss, who acts in the battlefield with specific logic. Nemeses move around the battlefield and, in many cases, exploit the scenery to their advantage.
Q. Will bosses offer adaptive challenges that vary from one game to the next?
A. Yes. Each Nemesis has multiple difficulty levels and variable behaviors to ensure high replayability and consistently diverse and engaging encounters.

TROUPERS, DECKBUILDING, DICE AND CUSTOMIZATION
Q. Will the differences between the Troupers be big enough to keep things interesting?
A. Yes. Each Trouper has unique cards, distinctive powers, and synergies that define their role. In addition, the team is working to make these differences apparent early in the game. Combinations of traits and Arts make each hero different from one another and offer different gameplay experiences.
Q. Will the advancement of the Troupers also be noticeable in short runs?
A. Even when playing shorter runs, the system includes card acquisition and upgrade mechanisms that allow you to feel real growth throughout the game.
Q. Will the deckbuilding system be deep enough and influential enough on gameplay?
A. Deckbuilding is literally at the heart of character progression, and much of our effort is devoted to making it deep and satisfying, thanks in part to the experience we’ve gained with the Black Rose Wars series, recognized as one of the best games in this genre. Every choice you make when building your deck has a profound impact on your play style, possible combos, and ability to tackle ever-changing challenges.
Q. Are the d4 dice still going to be included? Will they change?
A. We have decided to replace the d4 dice with d12 dice. This improvement has been positively received in testing due to its greater readability, ease of use, and consistency with the rest of the system. Those who tried the game at Bologna Play were able to appreciate this major change, which (like many others) originated from the community!

With this dozen questions and answers, we hope to have provided some more information about the game and its development. Future updates will follow your requests and focus on the various aspects only briefly mentioned here, going into greater depth. We encourage you to continue giving us feedback and letting us know what topics you would like to know more about!
This, together with the news about improvements to the quality of life that we have outlined in previous updates, will keep you up to date on the development of Blood… without forgetting, of course, the miniatures that we are yet to show you ;).
That’s all for today, see you again in the next update!
Je suis encore hésitant à backer, la proposition me semblant toujours aussi intéressante. Mais j’avoue être un peu sur la défensive.
Cool cet update, par contre c’est clairement mort pour la fin d’année la livraison, quand on voit le taf qu’il reste à faire.
Bon on s’en doutait dès le début, mais là ça va prendre 8 mois facile de retard au doigt mouillé.
Ça va tu as plus de temps pour te triturer le cerveau avec le prolongement inattendu
du late pledge
.
bon j’ai finalement craqué (oui je suis faible tout ça tout ça …
) mais la DA, le style de jeu (et peut être aussi que je n’ai jamais - pour l’instant- été déçu par les jeux de chez LMS) ça coche plein de cases (et comme je viens de faire de la place dans la ludo (faut bien remplir les cases vides des étagères
)
Hâte de le recevoir et de peindre les vampires (même si ça risque d’ être un peu galère avec les éléments rouges)
je pense que je vais tout peindre mais pour les figs en bicolore je vais voir pour les faire peindre par un pro (parce que je sens la grosse galère pour celles là)
Prends un produit de masquage. Personnellement c’est ce que je compte faire. D’après ce que j’ai lu ici ou là ça marche très bien.
j ai jamais fait; j ai peur que sur certaines fig avec des postures alambiquées ce soit compliqué
Ouais pareil, jamais utilisé ce produit encore, mais bon ça reviendra moins cher qu’un peintre pro. Mais je suis bien d’accord avec toi, avec la qualité des figurines de LMS et leurs poses des fois bien casses c******. Je vais en baver
.
A l’inverse de vous moi je ne peint pas et vu les photos du sundrop sur Runar, je commence à être tenter de l’ajouter à mon pledge ![]()
Je ne te remercie pas ! j’ai voulu vérifier si j’avais pris le sundrop (ce que je n’ai pas fait), et je suis reparti avec les bols…
Edit : - non je suis fort, je viens de les abandonner.

J’aurais dû les prendre ?
Il n’est pas trop tard ! - par contre je n’ai pas vu d’indication sur les dimensions. C’est ça qui m’a fait douter. Sinon j’étais chaud pour les bloodbowls. Même à plus de 20€.
