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Alder's Blood is a grim, dark and damp turn-based, tactical, strategic, 2D game. Lead a group of Hunters in a world, where nature have lost her mind and repelled the civilisation. Use cold steel and trustworthy rifles or guns to fight back.

If you would like to give us feedback about Alder's Blood, or just chat, join our Discord! - Discord.gg

We are NOW LIVE on KICKSTARTER: Kickstarter.com

DEMO: Indiedb.com

PressKit - Dropbox.com

E-mail: info@shockworkgames.com

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Hello Hunters! We've been quiet for a while, for which we are truly sorry. We needed a moment to think things through. Hope that you are not mad at us! 😉

We are back with the new DevLOG!

The most important things:

1. We are still talking with the publishers. Even if we won't be able to make a deal with the publisher, we will still be working on the game.

2. The game will change.

Hope you'll enjoy the vlog! Please tell us what do you think!

Change in the aesthetics and animations.
Not the biggest one on the list, but the most noticeable one. Ok, so what exactly are we changing?

  • Hunters designs
    I was not really happy with what we have delivered last time…When I first pitched my team with the idea I imagined something slightly different, but as there was little time (as always, right?) we came with what we were able to quickly put together. Another thing is that we are so close to Bloodborne, that it became to feel a little bit to unpleasant. Don’t get me wrong, I am a HUGE fan of Bloodborne, but I wanted to do something my own. Sooo, I used a lot of references from different time periods, mainly 19th century, trying to maintain the main theme (masked guys in cloaks), but with some unique elements. The game will now be more inspired with wild west, civilian clothing from Europe and Americas, etc.

hunters sketches 1001x1024

  • Animation system
    Another thing that was bothering me quite a bit was the stiffness of our animations. We were using Anima2D, a free Unity plugin that features skeletal animation system. We were pretty excited at first, but very soon we realized that if you want to have a really good looking attack animations, Anima2D is not the best solution. By accident (I did a quick art test in pixel art) I found out that doing stop motion animations is not that scary, but the results are way more exciting. So if you follow me on Twitter you propably have seen some examples of these new animations.

Maul attack

  • Monsters designs
    We are chaning hunters and the animations, so why not use it as a pretext to work on the monsters designs more? So the monsters will get a face lifting as well, we will introduce new ones and add more animations for their improved AI. But we’ll talk about AI later.

Monster sketches Mentos 1024x576

There will be some improvement in the UI, promo materials (to match new designs of the characters and monsters) logos, etc as well. Basicly everything will receive an improvement.

New “strategy layer”

This is a big one. In our opinion the current strategy layer of Alder’s Blood kinda breaks the immersion. It’s big map where nothing really happens – yeah, that goes away. We are replacing it with a traveling system (early mockup below). Your hunters will form a caravan travelling from place to place, meeting new people, gathering information, and accepting contracts from Great Houses. Every location will have its own visual representation, so you will be able to see something more of it, rather than an aerial view. There is an option to camp as well. Your hunter will be able to heal himself, craft new items and weapons (that won’t change that much) or just wait for a while for the Moon to change its season. We will introduce more of storytelling here, but don’t worry, we won’t bury you under tons of text.

TravellingScreen 1024x576

Hunter classes

There will be none. Boom. Yeah, we figured that it will be way more fun to actually make your own builds with all this gear, rather that limit you with every hunter. Every hunter is now a blank canvas, that you fill hovewer you want. You wanna make an Antiquarian? Give the guy a maul and some relics. You need a Jeager? Then equip the guy with a rifle. If you worry that we will loose some of the looks because of it, do not. Different designs will stay as characters skins that you will be able to change. We plan to include a colouring system, so even two hunters with the same skin can look different.

Weapon classes

As there are no hunter classes, everything can be equipped by anybody. So it was a good opportunity to take a second look at the weapons. Now they are all divided into 10 different types:

  • Greatswords
  • Axes
  • Mauls
  • Blades
  • Spears
  • Pistols
  • Rifles
  • Bows
  • Shotguns
  • Throwing Knives


Some of the weapons are better at different tasks, some are more vesitile than others. This is a pretty long topic, so we will propably make a separate article about weapons only.

Monsters Behaviours

AI in the demo was not the brightest, so we knew we needed to work on it in the future. Other than making it smarter, we will also change some of the monsters mechanics. Now the monsters will look in a specific direction, shown with a different idle animation (image below). If you want to sneak past it, make sure that it’s not looking your way. The monsters will now have 3 stages of averness of our hunters:

Brawler frames 1024x576

  • idling; they do not know we are nearby,
  • alarmed; they have seen us, smelled us or heard us, but they do not know our location. The monster will start searching the area,
  • hostile; the enemy sees us and is ready to engage us in combat.

So the stealth playstyle will definitely receive a boon with these changes, and some others in different areas of gameplay, like…

…stealth kills and finishers

In our latest demo when a monster (or a hunter) loses all Stamina Points, he goes into a Stunned state and loses his next turn. All of it is still true. But we want to juice it up a little. When you bring monster’s Stamina down to zero, you will be able to kill it instantly, number of HP doesn’t matter. A special animation will play out and you may celebrate your tactical skills ;) Same thing will happen if you find yourself undetected near an enemy. So again stealth playstyle is getting a boost.

These are the main, big changes that we are adding to Alder’s Blood. There are some minor stuff that will happen and we will keep you posted about them.

Alder's Blood - now LIVE on Kickstarter!

Alder's Blood - now LIVE on Kickstarter!


Finally! Alder's Blood is now LIVE on Kickstarter! Please, support our victorian-fantasy, turn-based love!

Alder's Blood - playable demo!

Alder's Blood - playable demo!


Hi guys! Demo for our turn-based tactical strategy, Alder's Blood is now ready to download!

Monsters in Alder's Blood

Monsters in Alder's Blood


Hey guys! Let's talk about monsters in our turn-based tactical strategy game, Alder's Blood. Here are some images too - hope you'll enjoy our lovely beasts...

Alder's Blood - we are going live on Kickstarter on the 14th of February!

Alder's Blood - we are going live on Kickstarter on the 14th of February!


We are going live on Kickstarter on the 14th of February! Please, spread the word! Thank you! 😉 We are also revealing our Kickstarter movie, how do...

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Alder's Blood - playable demo

Alder's Blood - playable demo

Demo 4 comments

Finally we are able to show you our early playable demo. Hope you'll enjoy it!


Very cool! How are you guys planning on releasing this? Steam?

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Shockwork_Games Creator

Glad you like it! Yes, we are plannig to release Alder's Blood on PC - Steam and probably GOG.com.

Reply Good karma+1 vote

Can't wait for the gameplay but it look like bloodborne :3 interesting

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Bloodborne inspired?

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Shockwork_Games Creator

Hey! Yes, this is one of the inspirations. :)

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Alder's Blood
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Shockwork Games
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Latest tweets from @shockworkgames

RT @Bernat_Mike: Some vey early sketches of various NPCs you will encounter in Alder's Blood. #screenshotsaturday #gameartT.co

Aug 12 2018

RT @Bernat_Mike: I was hoping to finish this for this #screenshotsaturday but well...life;) Anyway, I think I really know how to imp… T.co

Jul 1 2018

RT @Bernat_Mike: I did some more #animation today for our werewolf. The prototype animator is set, but after 2h of fighting with son… T.co

Jun 21 2018

RT @Bernat_Mike: Vectors still, working on travelling screen UI for Alder's Blood. @AlexSiwekART approves the idea, so I will contin… T.co

Jun 18 2018

RT @IndieDB: Watch the latest development log for Alder's Blood, the Bloodborne-inspired turn-based tactical strategy game… T.co

Jun 13 2018

RT @ShockworkGames: Hello Hunters! We've been quiet for a while, for which we are truly sorry. We needed a moment to think things throu… T.co

Jun 12 2018

Hello Hunters! We've been quiet for a while, for which we are truly sorry. We needed a moment to think things throu… T.co

Jun 12 2018

RT @Bernat_Mike: All righty, all of the first frames for weapons idles are DONE. Now to the actual animations. #gameart #indiedevT.co

Jun 12 2018

RT @Bernat_Mike: Concept arts for all 10 weapon classes for Alder's Blood. We will use these images in the inventory, propably with… T.co

Jun 11 2018

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