Public Development Roadmap

What We Shipped. What Comes Next.

This roadmap separates finished work from future plans. Dates show when each group of features entered the playable build, while the priorities section identifies work that is still being considered or developed.

Roadmap Overview

Read the current state first, then the development history.

Official Release Target September 1, 2026

The current beta is preparing the full release build.

Android and iOS players can access the current beta while we prepare balance, stability, account services, purchases, and the newest world content for release. The current official-release target is September 1, 2026, at 12:00 PM ET.

After Beta Roadmap Priorities

Work being considered after the beta.

These are directions, not promises of specific dates. Beta feedback and release stability will determine what is scheduled first.

Progression

A Longer Ascent

More reasons to keep growing beyond the current heights.

PvP

Seasonal Rivalries

Sharper matchups, fairer Infamy competition, and contests with a beginning and an end.

Classes

Stronger Ascendancies

Every path should feel powerful, distinct, and worth mastering.

Social

Deeper Clan Play

Better ways for members to coordinate and compete together.

Items

A Living Market

Stronger item identities and rewards worth buying, selling, or chasing.

World

Events And Legacy

Limited objectives and richer records of the hunts and rivalries that define a character.

July Open Beta Android And iOS

Android and iOS now share the same beta service.

The iOS release work completed in July, bringing Android and iOS players into the same city—sharing rivalries, Market listings, and rankings.

July Content Update Marked Hunts, Mansion, Market Trade & The Bastion

The world became larger, deadlier, and more connected.

Players gained new monsters to hunt, a personal domain to shape, equipment to trade, and human enemies who fight back.

  • Marked Hunts unleashed Abominations, each with its own identity, danger, and rewards.
  • The Mansion introduced rooms that strengthen combat, wealth, thralls, storage, and recovery.
  • Market Trade let players buy and sell equipment for Blood or Cash.
  • The Bastion sent humanity's hunters into the same world as vampire rivals.
  • The public Infamy leaderboard gave the fiercest PvP competitors a place to be seen.
November & December The First Bloodlines Prototype

We defined the first playable design.

The first design established short mobile sessions, class-based character growth, two primary resources, and direct attacks against other players.

Daily Actions

Missions And Attacks

Energy funded missions, Frenzy funded attacks, and both recovered over time.

Character Identity

Classes And Growth

Fighter, Elder, and Outcast established attack, income, and defense as the three starting advantages.

Idle Economy

Income And Protection

Thralls generated resources and the Safehouse protected part of what a player carried.

January Update The First Mobile Build

The first mobile build brought Bloodlines together.

January connected character creation, missions, resources, upgrades, and PvP inside the mobile interface.

  • Character creation and class selection gave every player a lasting identity and build.
  • Missions and resource timers supported both short check-ins and longer active sessions.
  • Dominance connected combat results to XP and carried-resource gains or losses.
February Update Deeper Builds And Greater Risks

Equipment and advanced activities expanded build choices.

February added rewards and activities beyond basic stat purchases and standard missions.

Builds

Items And Buffs

Equipment and temporary buffs added new stat sources and timing decisions.

Advanced Play

Special Runs

Dungeons, Expeditions, and subclass activities added tiered costs and rewards.

Rivalry

Bounty Direction

Hitlist retaliation and bounty planning gave incoming attacks a practical response.

March Update Rivalry, Feedback, And Polish

PvP results became easier to understand and answer.

March focused on explaining combat outcomes, preserving attack history, and giving players clearer retaliation choices.

  • Enemy-list attacks, Hitlist retaliation, and bounty attacks received separate rules and context.
  • Notices and result summaries recorded what changed during and between sessions.
  • Combat verdicts explained why an attack succeeded, struggled, or failed.
April Update Rewards, Messages, And Timed Content

Reward collection and account messaging were consolidated.

April reduced missed rewards and made completed activities, account notices, and claimable items easier to find.

Rewards

Claim Flow

Rewards became easier to find, understand, and collect.

Messages

Inbox And Notices

Inbox and Ledger separated claimable deliveries from the record of completed events.

Activities

Timed Content

Longer activities became easier to start, finish, and claim.

June Open Beta June 1, 2026

Our first public test was a success.

The June Android open beta moved balance, account behavior, mobile stability, and purchase testing from internal devices to public players.

  • Players tested class selection, missions, Dominance, rewards, account recovery, and mobile stability.
  • Feedback identified pacing, presentation, and release-readiness work for the July builds.
  • We will reset beta characters before launch so everyone starts together, with a planned reward for beta players.