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Thanks for getting in touch with us.
We've passed all of the issues and feedback on to the team for further investigation and consideration.
We greatly appreciate the detailed information you have given us!
Thank you for your support and kind words! We're glad to hear that you are enjoying the game despite the above.
Regards,
Team17 Support.
As one additional note I would like to add on enemy AI in Blasphemous, I notice sometimes when an enemy is on a ledge for example, and they are aware of the player's presence but are unable to get to them, they will continuously sprint against the edge of the ledge instead of accepting they cannot get to the player and going back to patrol or something like that. This can result in it being awkward to approach certain situations. An example where this situations occurs is with some of the Custodians of the Stained Glass on ledges in Mother of Mothers.
And another movement oddity I found, seemingly unintentional, is if you are attacking while pressing against a ledge that can be grabbed, you will fall for as long as the attack animation takes afterwards before being teleported back up to the ledge, instead of the attack being cancelled or the ledge grab not happening. The time spent falling before the teleport can be extended by doing a longer midair chain of attacks, but does not work if the player touches the ground.
Perhaps the game could have a check or refresh of the player's prayer upon upgrading their fervor as an easy fix? Definitely don't make it a constant check or it could result with performance issues or stutters.
1. It seems like, if the Penitent One is hit at the exact moment of grabbing onto a ledge, they will be unable to climb up onto the ledge and will remain stuck there until killed. This happened to me in the Tres Angustias fight. I am not certain it was caused by me being hit, but I was hit at the moment of grabbing onto the ledge, though it is possible it was another circumstance or input that caused it, though I am unsure what.
2. The Mountains of the Endless Dusk is colored brown when viewing it when the map is zoomed in, but when the map is zoomed out it appears green instead of brown. Similarly, the Ferrous Tree is the same color as the Bridge of the Three Calvaries.
3. Lazarino enemies have strange behaviors when it comes to them dying when forming. If the Pregonoro summoning them dies when they are in the middle of manifesting, they will appear fully summoned for a brief moment before dying. This also happens when they are killed while in the middle of summoning. This visual oddity could be resolved by having them fully manifest before playing their dying animation if they die when in the process of manifesting (similar to how the Bedillo enemies will only due once they touch the ground if they die when jumping).
4. When fighting Soldiers of the Anointed Legion in the Archcathedral Rooftops, the spin attack they do can only be parried when standing further away when it looks to be necessary in order to parry successfully. The parry window should be adjusted so that the Penitent One can parry these foes when closer to them (a similar range as to what works when parrying their other, basic melee attack). The parry timing itself seems fine.
5. During the final boss fight with His Holiness Escribar (the first phase in his human form), I was hit by one of his lightning attack while in the air toward the left side of the arena, and I became knocked down onto my back in mid air. I stood back up, standing on nothing, and was unable to move or jump. I could attack, but could not become freed from this state until Escribar put me out of my misery. I am not exactly sure what resulted in this happening.
6. Escribar (again, the first phase of the final battle) leaves behind a lingering contact damage hurtbox for a few seconds after teleporting.
7. The death animation of the Amanecidas is cut off at one end, specifically the explosion effect at the end.
8. Sometimes a floating particle effect will appear in the air, especially in rooms separate from the main map, such as merchant rooms (in those cases, the particles float around the center item display, as they appear focused at the center of the room/first screen), and they also have appeared for me in the 'Dream' with the desert full of dead bodies where you get the Three Holy Wounds. The particle effect seems to always be mirrored, looking almost like the outline of a pair of wings, though it is clearly a glitch.
This anomaly is even visible on the main menu whenever a submenu (such as the skins menu) is closed. It also seems surrounded by a large translucent rectangle when viewed in such a way. The rectangle may always be present otherwise, but hard to see with other visual elements on screen.
9. If you attack an enemy while he is standing on an elevator and the elevator begins to go downwards, the enemy will begin to rapidly jitter back and forth in mid-air, unable to move. This happened to me with the elevators in the Wall of Holy Prohibitions when fighting a Flagellant enemy. Something similar also happened when a gate closed on a Flagellant enemy in the ambush where the Lion Head giant comes down on an elevator, where the Flagellant jittered back and forth while standing within the door, unable to move until the gate opened.
10. When the Penitent One is on a ladder and a ground-based enemy is beneath them, the enemy will sometimes stand directly beneath the ladder and jitter back and forth, trying to find a way to reach them despite it being impossible, as opposed to them going back on patrol after realizing the player cannot be reached.
Thanks for getting back to us.
We are aware of a few of the issues you have mentioned and passed over your reports to the team for further investigation.
We greatly appreciate the feedback you have provided on some other aspects of the game.
We'll pass this on to the team for consideration.
Regards,
Team17 Support.
https://steamcommunity.com/sharedfiles/filedetails/?id=2216638067
https://steamcommunity.com/sharedfiles/filedetails/?id=2216638046
https://steamcommunity.com/sharedfiles/filedetails/?id=2216645209
https://steamcommunity.com/sharedfiles/filedetails/?id=2216669036
Thanks for sending these over.
We've passed this over to the team for further investigation.
Apologies for any inconvenience this may cause.
Regards,
Team17 Support.
Please also check this video:
https://www.youtube.com/watch?v=3Kf7VYRRvA4
Thanks for sending the video over.
Could you please let us know exactly where the issues occur and what the issue exactly you are having is?
Get back to us when you can.
Regards,
Team17 Support.
Please try asking the youtuber. This does not belong to me. I was checking to see if your game was bug free before purchasing it. (Beside the DLC reward slip-up.)
The first glitch shown is simply the Penitent One briefly jittering up after sinking partially through the floor when executing a Shieldmaiden. This seems to be due to the way the game re-positions him and the Shieldmaiden he is executing downward for the animation to play out.
The second glitch shown shows a Flagellant getting stuck in a falling animation after using the fully upgraded plunge attack beam to attack him while he is off-screen at a higher elevation than the Penitent One. This seems to be caused by the way the game culls off-screen enemies and simplifies their location and movements for optimization's sake, from what I can guess.
The issue with the Tizona enemy getting stuck is featured in the video, the one I reported earlier and saw another person on the forums report, so this is definitely known about, but hopefully the video shows it off best. Not sure exactly what causes it, but may be due to them hitting edges of platforms in their dash and getting stuck.
The next glitch in the compilation shows the Penitent One getting stuck in a falling animation by using a plunging attack and landing at the top of a ladder, similar to the glitch I mentioned a while ago where the Penitent One can end up doing the animation of mounting a ladder twice in succession by holding down while landing on a ladder top when falling from high up enough. This seems to be due to the game not taking into proper account falling conditions combined with ladder mounting.
The Penitent One facing away from NPCs when talking to them by moving away at the same time as talking to them is a tiny glitch and not a big deal, but was also shown in the video. It's likely a matter of the game simply processing two inputs on the same frame.
I am unsure why the Amanecida got stuck in place exactly, but it seems like she was trying to begin to perform another attack or action but something prevented it from happening properly. No idea what it could have been, I never experienced that issue myself.
I have experienced the issue where the Amargura (four-legged beast that spits fireballs) shoots a fireball that comes from the opposite side of the screen, instead of from it's mouth. This seems to be due to the way the game handles those projectiles when they are too close to the edge of the screen when they are created.
The issue of getting stuck on top of Quirce's boss chamber simply seems to be what happens if you jump to the furthest right of the hole above the boss room, and continue holding right as you fall, due to having directional control even when falling into a new room. That mechanic of directional control when falling into a new room can be very useful when using the Linen of Golden Thread to fall down pits that normally kill the Penitent One.
The softlock with Laudes' introduction cutscene seems to be due to skipping her dialogue too quickly, messing up the scripted event's timing.
The effect of the 'copy' of the player running in place seems to be caused by the Brilliant Heart of Dawn, where the blue versions of the Penitent One that appear behind the player to create the effect of motion blur can get stuck in a running animation if the action of running is abruptly cut off by interacting with something such as the chapel in Albero.
The glitch of being able to move during the fight with Chrisanta is something I had experienced and had been investigating. It seems to be caused by getting hit by an attack with powerful knockback at the same moment as sliding. This is not exclusive to Chrisanta's boss fight.
The glitch of the player's Guilt Fragment appearing in a place other than where they died seems to just be caused by the game trying to find solid, reachable ground so that the fragment can be retrieved, and sometimes that causes small issues by making it appear elsewhere in a room than the spot where the player died. This glitch is something I consider extremely minor.
And lastly, the final glitch in the video shows a Guardainfante getting stuck in a wall in a Confessor Statue arena. This happened at the moment of it spawning, seemingly due to a misplaced spawn point for it, most likely.
I hope I have been helpful! And Loren, thank you for sharing the video with the developers and I.
Quirce has frames of animation where he will block damage before his arms are up in front of him (normally his arms up in front of him during one of his dash attacks indicate that he is immune to damage from the front).
Quirce cannot be damaged when grabbing his sword off of the wall even though he can be damaged when leaping off the wall during the move where he throws his sword into the other side, which is inconsistent behavior.
I reported earlier that the Soldiers of the Anointed Legion enemies in the Archcathedral Rooftops area have a spin attack that requires the player to be rather far away from them to parry that attack, despite that not being required for other attacks in Blasphemous. I discovered a few other oddities with them, including it being possible for the hitbox of their regular swing attack to become out of sync with their animation, meaning the player will be seemingly hit by nothing.
The Soldiers of the Anointed Legion also have an oddity where they have hyper armor (damage immunity) during a lot of states where they seem like they shouldn't, even just when walking around or seeming otherwise vulnerable. This should probably be changed due to it being inconsistent behavior compared to most other enemies, including Esdras, who fights similarly to them.
Related to the unusual damage immunity/hyper armor that the Soldiers of the Anointed Legion have, a few enemies in the game have a state to them where they aren't in a vulnerable state but also don't have hyper armor protecting them from damage. In this state, the 'attack deflected' or 'attack blocked' effect will not happen, the enemy will bleed upon getting hit, and also no sound effect will play other than the sound of the player swinging at thin air. So, no sound of the enemy getting hit, no sound of the enemy blocking the hit, and no sound of the enemy deflecting the hit with hyper armor damage immunity.
This strange state mentioned above is present not just with the Soldiers of the Anointed Legion, but also effects the Charging Knell enemy (big guys who wear a giant bell and charge at you) when you attack them from the front when they are recovering from a charging attack. The third and final enemy I am aware of this oddity with are the phantom copies that some of the Amanecidas create, such as when the Amanecida of the Chiseled Steel creates a copy that explodes soon after; if you attack those copies, the silent bleeding effect happens. Those copies, however, appear to be unkillable and there is no reason to damage them before they explode on their own.
I hope I have done a good job explained myself, hopefully this feedback is helpful too! If you have any questions about anything I said, please do ask.
Thanks for your reply.
The team is currently working on the reported issues.
Thanks again for all of your feedback!
Regards,
Team17 Support.