Published on May 2, 2026. Update 0.7 is a major systems and interface overhaul for Blood Moon Horror. It tightens enemy perception, makes co-op lobby launch flow easier to control, adds a stronger native after-action report, improves progression/save durability, polishes map readability, and brings Steam update visibility directly into the main menu.
Added
- Steam updates in the main menu — a native updates panel with featured update cards, Steam News links, and an optional feedback action, so players can see what changed without hunting through community links.
- Post-run after-action report — a full-screen native run summary with themed stats, mission and ribbon panels, success/failure copy, and a lobby return countdown.
- Managed tooltip system — a native fallback tooltip tree plus user settings for tooltip visibility and tooltip scale.
- Map UI collision volumes — dungeon modules can supply dedicated cosmetic shape data for the generated map.
Changed
- Smarter enemy perception — enemies now respect a forward sight cone instead of effectively seeing behind themselves, and crouching, sprinting, stealth/noise multipliers, and active voice all feed into how noticeable you are. Proximity and radio voice can push enemies into investigating.
- Lobby launch control — hosts can cancel an active countdown from Ready and skip it from Start, button labels and states reflect countdown state, and leaving during countdown cancels launch cleanly.
- Map readability — map generation uses precise multi-box room shapes, prunes broad aggregate boxes, and closes tiny visual gaps, so maps better match actual room and corridor shapes.
- UI polish passes across progression, leaderboards, photo gallery, host game, run summary, and the main menu, including a calmer 4x2 photo gallery grid and shared button/text styling.
Fixed
- Electric puzzle entry is more forgiving before puzzle mode is granted, while keeping switch precision once inside.
- Save, progression, and Steam reliability — critical manual, shutdown, restore, and end-of-run paths now write synchronously, and end-of-run persistence flushes pending data before final progression snapshots. Progression and run results are far less likely to be lost around map travel, shutdown, or Steam/offline transitions.
- End-of-run stat writes now use the player state path intended for run summary and reward persistence.
Known issues / next focus
Work continues on deeper enemy behaviour, more puzzle variety, and further progression UX polish. Bug reports and feedback from Early Access runs directly shape what lands next.