News Liste We Who Are About To Die

Blood & Sand OUT NOW!
We Who Are About To Die
18.06.25 16:59 Community Announcements

[img src="https://clan.akamai.steamstatic.com/images/36402388/3bd04ec9270963c1f8b7875961e68b4ca2eb4bcb.gif"][/img][img src="https://clan.akamai.steamstatic.com/images/36402388/df9ab8a06022c7ccfbbed006570b93ac9b41186e.gif"][/img]

[b]Early Access v0.8 - Blood & Sand[/b]

[b]Full Changelog[/b]

[b]We Who Are About to Die Early Access v.0.8 is here![/b] It's finally time to share this major update with you!

We wanted to overhaul combat, add Sandbox Mode and tackle the most common feedback by the community. [b]There's lot to explore with the Blood & Sand update! [/b]

For more details, check out [url="https://store.steampowered.com/news/app/973230/view/534351013109302036"]Preview #1[/url], [url="https://store.steampowered.com/news/app/973230/view/534351647699110507"]Preview #2[/url] or [url="https://store.steampowered.com/news/app/973230/view/534352273139042515"]Preview #3,[/url] or check out this [b]overview video[/b], which is a complete look at all the new stuff in Blood & Sand! [i](I recommend watching on Youtube!)[/i]

[previewyoutube="Fsbs01TV56Y;full"][/previewyoutube]

[b]MAJOR new content & features[/b]

[b]NEW: [/b]Sandbox Mode

  • Sandbox mode allows you to [b]customize dozens of settings[/b] in the game, changing it fundamentally, and make a [b]Sandbox Profile [/b]to play

  • Make your own flavor of the game! Make challenge runs and experiment!

[b]NEW: [/b]Sandbox Steam Workshop support

  • [b]Share[/b] your Sandbox profiles with other players on the Steam Workshop

  • [b]Browse[/b] and [b]download[/b] other players' runs! [url="https://steamcommunity.com/app/973230/workshop/"]https://steamcommunity.com/app/973230/workshop/[/url]

[b]NEW: [/b]Combat - Attack Direction UI

  • [b]A new UI[/b] that shows the possible attack directions

  • The new UI is context-sensitive based on the weapon type

[b]OVERHAUL: [/b]Combat Animations & Physics

  • [b]We rebuilt the entire character physics and animation systems.[/b] No more weak hits and hit reactions. 

  • Every physics ‘state’ is reworked resulting in general physics stability (eg. at low or high FPS as well)

  • [b]New: Animation based Hit reactions[/b] instead of 100% pure physics impulses. Movement and hits are more realistic and fluid

  • [b]More stable and reliable tired / low stamina:[/b] new Stamina-based animation that adds a clear visual cue for a character’s stamina level. Physics will no longer completely take over the character’s body and you can see heavy breathing

  • [b]New:[/b] Pelvis turning during attack, footwork & foot planting resulting in more powerful strikes ("Heavy attacks")

  • Improved Combat Stance and Idle poses

  • Performance improvements, better blending and smoothing across all animations

  • Improved look-at animation (eye contact) and torso bending

  • Improved death ragdolls

  • Improved animation reaction on knockbacks (character dynamically balance with their arms)

  • Soft version of hit reactions play on shield hits too. Based on how you hit the shield, this can create openings

  • Improved proportions of the characters

  • Big makeover for the character in the Career Menu

  • Adjustments to the character general stance and pose for 2H weapons

  • Many many attack animation tweaks across all weapon types

  • Countless other physics and animation tweaks

[img src="https://clan.akamai.steamstatic.com/images/36402388/9201dc7404668d301db37f146dc46e0a362f4967.gif"][/img]

[b]OVERHAUL: [/b]Polearms

  • [b]3 new attacks for Polearms![/b] Left, Left up and Left down stabs have been added to replace the old generic knockback attack

  • Blunt polearm stabs now act as knockback attack

  • Polearm stabs update (more correct damage types, stats)

  • Moved most polearms up the hands, meaning longer reach

  • Updated tooltips to reflect stance switching and more

[b]NEW: [/b]Weekly Report panel

  • A majority of the post-battle notifications are now neatly grouped into a Weekly Report panel.

  • Shows an overview of all the match bracket levels + how the player rank affects them

  • Timeline panel now appears in the new weekly report panel

[b]Betting Overhaul[/b]

  • [b]New:[/b] Smart Bets. Eliminates impossible bets

  • Betting is now integrated in the match option panels

  • Changed the amount of bets to three bets per match

  • More user friendly: players will get a warning when switching matches or rerolling and there are active bets

  • Bets now also payout patron Favor

  • Increase of the minimum bet payout

[b]Patrons System Improvements[/b]

  • [b]16 new[/b] patron events!

  • Added Patron [b]"Festivals" - [/b]special events that also appear on the Calendar. Each run may only have 1 festival

  • Complete redesign of the Patron UI panels and tooltips providing much more information and clarity about the system

  • A general rebalance of Favor

[b]MINOR (Content, features, balancing changes)[/b]

Weapon Stance Switching

  • Now players can switch between 1H or 2H stances if the weapon is a weapon hybrid (ie. spear/polearm, or 1H/2H weapons) 

Career

  • [b]2 extra shop slots[/b], 8 total

  • Rearrangement of the shop layout: Shop reroll button as well as shop-discount and -refund are located the bottom of the shop to fit this change

  • Upgrade of the resolution of the shop Icons, making them crisper and clearer

FX & SFX

  • [b]New:[/b] Shields now have visible damage states (wood and metal)

    [img src="https://clan.akamai.steamstatic.com/images/36402388/8144893931d06be94f50ae626656783363a5cdad.jpg"][/img]

  • Shields now have new damage particle effects (wood chips, sparks)

  • Better impact particle effects, that also showcase attack direction and impact location (provides gameplay clarity)

  • Better combat sparks on metal armor and weapon clashes

  • Better footstep particle effects and sound (dust etc)

  • Hitting the environment now makes a noise (based on which material you hit)

  • Much more performant particle effects across the game

  • Overhaul of the audience thrown items: audience will throw items appropriate for the tier of the player from the entire pool of existing items

[img src="https://clan.akamai.steamstatic.com/images/36402388/c07c24a7eb833d8140a99df37912d92cd8f4b1e7.png"][/img]

Items

  • [b]New Item:[/b] Bronze Lophosi War-Chaka (1H Axe)

  • [b]New Item:[/b] Rusty Spade (Polearm)

  • [b]New Item:[/b] Iron Spade (Polearm)

  • [b]New Item:[/b] Iron Voulge (Polearm)

  • [b]New item:[/b] Great War Mala (Polearm)

  • [b]New Item:[/b] Valkarion (Godly 2H Axe)

  • [b]New Item:[/b] Malathrax (Godly 2H Mace)

  • [b]New Item:[/b] Leather Ringed Lamellar Chest

  • [b]New Item:[/b] Bronze Plated Maille Shirt

  • [b]New Item:[/b] Dormorii Scale Shirt

  • [b]New Item:[/b] Bronze Plated Chest

  • [b]New Item:[/b] Bronze Executor Helm

  • [b]New Item:[/b] Leather Bracers

  • [b]New Item:[/b] Bronze Plated Boots

Other changes

  • Stamina nerfs damage a lot more (60% to 0% stamina scales from 1x to 0.3x instead of 0.6x)

  • AI uses more stamina during attacking (because it no longer regens stamina during an attack)

  • Weapon weight now scales stamina cost per attack a bit. So heavy weapons cost more stamina (on top of the weight calc on stamina regen itself) 

  • Weight impacts AI max stamina more

  • Overhaul of weapon damage velocity calculation. Weapon velocity stat now has a larger impact

  • Smoothed Attack Animations and weapon speed & damage stability (avoiding random spikes due to physics)

  • Impact point velocity of a weapon now matters more (30% to 50% weight of velocity)

  • You can now get disarmed (same as unwieldy) if you hit stuff under 30% stamina

  • Light weapon class is now below 3 weight instead of 4

  • Disabled stab on Hooked Daka's

  • Nerf on Great Chaka (durability, minor range nerf)

  • Buff for Seal of Approval Scollo upgrade: (Gain +2 Favor with each Patron after every battle) (before: Gain +1 Favor)

  • Fundraise maximum values pulled down (300->250, 600->500)

  • Item droppers will drop less lutes

  • Camera: Minimum zoom is further

  • Much more, and many small stat tweaks on many items

Bugfixes

  • Fixed issue of fire not being able to deal damage to multiple characters

  • Resolved issue of oil patches not catching fire when characters on fire, other than the player, would walk over them

  • Fixed issue of player character catching fire when not overlapping the fire

  • Fixed issue where Draft was possible on veteran aspirant run after killing end boss

  • Fixed issue in the victory overview panel not showing the correct fame multipliers for the equipment

  • Resolved an issue where multiple trait prompt messages could go out of bounds

  • Keys now update on tutorial tips after key-rebinds

  • Pilums and Throwing Asc's will now correctly break after damage dealt

  • Fixed a bug where the Senator's Shield would break after one hit

  • Fixed issue with item spawners keeping spawning destructible items

  • Fixed issue of draft bets paying out the bet amount, not the cost associated with the bet

  • Fixed issue where matches would be different when saving and quitting the game in week 1

  • Hitting environment makes a sound now

  • Audience is more responsive (fame guage-bugfix)

  • Fixed a bug where Damage Numbers and Weapon Trail settings would reverse when saving

  • Fixed some Steam Deck tooltips being offset

  • Countless more bug fixes!

Thank you Aspirants!

Want to [b]stay up to date[/b] on the game and studio's development?

  • [url="https://discord.gg/8PEutcdwf5"]DISCORD[/url]

  • [url="https://subscribe.jordylakiere.net/Newsletter"]NEWSLETTER[/url]

  • [url="https://www.youtube.com/channel/UCWNMvD_XLJ3unATX8O7aWJg"]YOUTUBE[/url]

As always,

We who are about to die salute you!

Jordy

[img src="https://clan.akamai.steamstatic.com/images/36402388/5575a2396d3da883412571fbd39daf3d8185efd2.png"][/img]

Logo for We Who Are About To Die
Release:14.11.2022 Genre: Action-Rollenspiel Entwickler: Jordy Lakiere Vertrieb: Jordy Lakiere Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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