Blood - par Ludus Magnus Studio - livraison en déc. 2025

J’ai également lâché l’affaire vu le nombre d’éléments qu’ils leur restent encore à finaliser + toutes les autres campagnes lancées/pas encore livrées.

Même si je peux comprendre que les extensions leur ramènent des backers supplémentaires, ça les plombe sur le long terme.

Y a déjà beaucoup de contenus avec la boite de base + strech goals mine de rien. :confused:

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Il n’y a pas eu que Blasphemous, rien que Blood, avec PM, c’est pas loin de 1,5 millions et Black rose wars à fait encore plus sans PM.

Oh oh oh it’s blood news time!! Et il y a même un tableau de planning d’avancement :scream::joy:

Christmas Monster

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Monsters are happy in Transylvania

Hello, guys!

Welcome back to Transylvania! Despite its reputation as a somewhat gloomy place, people here also love to celebrate in style, so for this Christmas update, we thought we’d give you a big spoiler on Blood’s most gruesome expansion. Obviously, we’re talking about…

Moroi!

Blood’s Big One finally has its definitive set of rules, and we are delighted to say that thanks to these rules, this expansion will not only add a great centerpiece to your collection, but also one of the most fun and challenging bosses to face during your raids in the castle.

Dracula’s “pet” has several new mechanics that will make battles against him unique experiences in the already vast Blood landscape. Let’s explain them in detail!

First of all, given his size, Moroi completely occupies the Tile of the map he is on. This means that when he enters a Tile, if there are other models (both Minions and Troupers) there, they could meet a nasty end.

Minions will automatically be eaten by the giant beast, while Troupers will be pushed away. But don’t think that your beloved Troupers are safe from Moroi’s insatiable appetite. Thanks to some of his Tactics cards, even Troupers can be eaten!

But don’t worry, because that’s exactly what Moroi’s main mechanics are based on.

This Nemesis brings with it three new map boards representing the three locations inside Moroi (note: in the image below, which we created to help you understand Moroi’s mechanics, the tiles don’t have their final artwork yet, but they will very soon :wink: ): the Jaws, the Esophagus, and the Stomach. When a model is eaten by Moroi, it must be moved to the Jaws board, but given Moroi’s enormous size, it can continue to act, despite being in a decidedly dangerous and cramped place.

At the end of each turn, all models in one of the Moroi locations must move to the next one: from the Jaws to the Esophagus, and from the Esophagus to the Stomach. Models already in the Stomach won’t go any further but will be Digested, which, in the case of Minions, means they will be eliminated, while for Troupers it means suffering a Wound.

Although the “Swallowed” condition is not at all pleasant, some Trouper will have to sacrifice themselves to prevent Moroi from winning the battle. The beast will win when he has “Digested” a certain number of times. Basically, when he has satisfied his hunger, he will fly away, leaving you without any loot.

As we said, its three boards will function as a small separate map, and therefore the swallowed Troupers can move and act between the three “locations” almost normally, and in fact they will have to do so for two reasons.

Firstly, to eliminate the minions that have been swallowed before they are digested by Moroi. Secondly, to perform certain special actions to damage Moroi from within, making him vulnerable to attacks from the Trouper still outside.

To defeat Moroi, it will therefore be essential to coordinate the actions of the Troupers outside and inside of him, and prepare for a truly challenging battle in rather strange… and smelly places!

In short, these are the mechanics that will allow you to experience one of Blood’s most original and crazy battles, one that will be difficult to forget. Our playtesters have already experienced dozens of epic moments fighting against Moroi, and we’re sure you’ll love it too!

Let us know if this little preview has excited you enough!

Progress Report

Before we see you again for the first update in 2026, as promised, we will update you on the progress of the game’s development and production, and we will do so with the help of a chart that will give you a better idea of where Blood is at.

As you can see from the table, we have completed all development and playtesting for Blood, so the longest part of our work is finally over. We have invested a lot of time and resources to make the game truly unique and fun, but the many positive comments we have received from those who have tried Blood assure us that it was worth it, and we really can’t wait for all of you to try a Boss Battler as you’ve never seen before.

With the design work now complete, we are moving on to finalize the graphic design of all game elements. We are about halfway there, but with the Core Box now finished, we can say that we have overcome the longest and most difficult part.

The game art is well underway, but with the recent addition of the Tactics Arts Cards (not planned at the beginning of the project and presented in the last update), there is still work to be done on both the Core Box and all the expansions.

Finally, we have also started the translations, starting with the Core Game, of course. As many of you know, this is another very long phase which, in our experience, has fairly fixed time frames, estimated at around 2 or 3 months, to complete the translation of all the material into the 5 planned languages.

Once the translations are complete, mass production will begin. This phase also has a fairly fixed time frame of about 3 months of work.

So, all things considered, we estimate that the game will be ready for shipping in the summer of 2026. As we said, this estimate is fairly fixed due to the technical time required for the next stages, which will be difficult to shorten while maintaining the quality of the final product.

As always, we will keep you updated on all developments.

That’s all for today. We’ll see you in 2026 with the next update. In the meantime, we wish you all happy holidays and a happy new year—or, to be precise, the Year of Blood!

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Livraison décembre 2025, ils recommencent a empiler sec..

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Hater va !

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« There will be blood » :film_projector:

Dites, j’ai pas relu tout le topic, mais si ma mémoire est bonne, la campagne était assez proche de celle de Grimcoven non?
Car quand je vois que Grimcoven VO est en train d’être livré alors que Blood a toujours le PM d’ouvert, ça laisse songeur…

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Pour le coup, c’est un peu (beaucoup) la faute d’AR et de leur communication :

L’an dernier, Grimcoven avait l’air sympa mais plus la campagne avançait, plus l’équipe d’Awaken semblait ne pas savoir où aller : concept art fait à base d’IA pour des résultats vraiment peu convaincants (comme la chimère ou l’espèce de blob dégueulasse même en fig), et DA qui partait dans tous les sens sans liants entre les personnages montrés comme si AR voulait lancer une campagne le plus vite possible alors qu’il restait pas mal de choses à bosser derrière.

Ludus Magnus proposait le même concept sauf que la DA était convaincante autour des vampires et ça a leur a permis de gratter énormément de sous des backers qui y ont vu une alternative.

Et c’est vrai, je pense, qu’on était nombreux à ne pas mettre un copec sur Ludus Magnus.
(problème, ils ont recommencé à empiler les campagnes et comme d’hab’, il y a encore beaucooouuuup de travails à faire sur leur jeux).

Surtout sur Blood. Là où soi-disant tout était prêt, il s’est avéré que quasi tout était à refaire. Maintenant ça progresse, mais avec 1 an de plus dans les dents.

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Ce qui me surprend quand même c’est que lorsque j’avais été visiter leurs studios, le jeu était en proto très avancé et bien fonctionnel. J’avais pu y faire une partie qui tournait bien et ils m’avaient présentés pas mal d’autres éléments.
Seul truc qui me bloquait était la profusion d’icones différents (qu’ils ont amélioré par la suite)

C’était avant même qu’ils lancent le KS.
Donc je me demande quand même ce qui bloque pour que ça prenne autant de retard :thinking:

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Le nerf de la guerre? :sweat_smile:

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Oui oui, comme l’indiquent les réponses du dessus.

C’est pour ça que j’avais eu l’idée judicieuse de prendre les deux ! ^^

(Eh oui ! c’était un très bon move, parce que depuis, ben la vaccination est passée et je n’ai presque plus rien pledgé. En tout cas j’ai arrêté la pêche au gros dans les mois qui ont suivi.)

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Et le reste de la news :

Winter Tour!

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Last Miniatures join the Show and Grand Tour Preview!

Hello Guys!

After the holiday celebrations, we’re back to bring you the latest news on BLOOD!

Let’s start by introducing two miniatures that were still missing from the roster, Strombolo’s two Sidekicks: Malaguerra and Rigoletto!

As you may recall, the famous Cyclop Puppeteer from Vasile’s troupe built two marionettes by combining his craftsmanship with magic.

Sidekicks can be summoned by Strombolo thanks to the effects of some of his Tactic Cards. Once a Sidekick is summoned, the Trouper may activate it at any time during their activation, resolving all effects on its card, which normally allow the Sidekick to move and attack.

Similar to Whispers, Sidekicks remain on the field for two turns, after which they will vanish and must be summoned again. But one thing to keep in mind is that Sidekicks can be injured and, therefore, removed even before the two turns are up.

Strombolo can summon Malaguerra, a swift soldier who loves to use his fists, or Rigoletto, who prefers to strike from a distance. Thanks to them and the Tactic Cards that exploit them to trigger powerful effects, our Cyclop Puppeteer will have enviable control of the battlefield… and what’s more, the miniatures are adorable, don’t you think?

Let us know if you like them and if this little spoiler of their rules makes you curious! But let’s not waste any time because we have a tour waiting for us!

Grand Tour!

Vasile’s Follies are on the move! Nights in the Carpathians change quickly, and where blood has been spilled once, it is difficult to stop attracting attention, rumors, and suspicion. So the troupe is forced to travel, moving from village to village, crossing forgotten roads, hostile forests, and communities that observe the circus with a mixture of fascination and fear.

With the Grand Tour expansion, Blood opens up a new dimension of gameplay, where the journey itself becomes part of the story.

During the day, the company no longer remains hidden. The Troupers can now perform in the villages of the Carpathians, staging their acts in front of the local population. The performances become a way to win the trust of the people, gain support, obtain rewards, and acquire special equipment. The more tests the Troupers pass, the more the audience will show their appreciation with Applause. The level of Applause achieved will determine the bonuses earned, providing Resources, access to special Village Buildings, and the help of Villagers.

However, the more famous the circus becomes, the greater the risk that its fame will attract unwanted attention from vampires. In the Carpathians, notoriety is a double-edged sword.

Vasile’s Folies’ journey takes shape through a new map of the Carpathians, which describes the entire territory traveled by the company. Moving around is never a trivial choice: each route leads to different villages, unexpected opportunities, or hidden dangers. Deciding where to stop and when to leave can deeply change the company’s fate.

The villages themselves become living, changing places. Grand Tour introduces numerous new Buildings that allow you to create ever-changing settlements, each with its own opportunities, advantages, and risks. Each stage of the journey offers new possibilities for growth, but also new temptations.

The biggest new feature of the expansion, however, is the Villagers. These characters appear in villages and can offer their help to Troupers: services, favors, information, or special skills. Some seem motivated by sincere gratitude, others by less clear interests. Accepting their support can prove invaluable, but trusting the wrong people in the Carpathians can have irreversible consequences.

Grand Tour transforms Blood into a constantly evolving story. The circus is no longer just a refuge in the night, but a traveling presence that leaves its mark wherever it goes. Each village will remember Vasile’s Follies in its own way. And every memory, sooner or later, demands its price.

As always, let us know if you like these game rule spoilers!

Before we catch up with you again in February (a month much loved by our Troupers for its carnival celebrations), we would like to share with you the now familiar progress chart for the development of Blood. The translations of the Core Game are progressing rapidly, but in the meantime, our graphics team has completed the graphic design for Hunters, Grand Tour (some of which we showed you in this update), and the expansion that will contain all the numerousStretch Goals unlocked during the campaign; meanwhile, they are working on the Dark Prince expansion.

So, at the moment, progress towards having the game ready for shipping in summer 2026 is proceeding at full speed and without a hitch, but as always, we will continue to keep you updated on all developments!

That’s all for today, see you at the end of February!

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Si vraiment ça arrive cet été, cela aura été un « petit retard » pour du LMS.

Je l’avais presque oublié celui-là ! :grinning_face_with_smiling_eyes:

T’inquiète, tu as encore le temps de l’oublier.

Et ce sera mieux comme ça. Ça fera super plaisir quand finalement il arrivera :slight_smile:

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Comme un certain Euthia… 😶‍🌫

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Trop tôt pour un poisson d’avril.

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