
Screenshots

Watch trailer on Steam ↗Life Blood
Connor Minns · Published by Connor Minns
Last updated 27 Sept 2026
You awaken on the Altar inside the Life Cathedral. Life Blood is a first-person, Kingsfield-like action adventure game with a focus on exploration. Travel the interconnected world with fast-paced, reaction-based combat and discover the secrets within the heart of the mountain.
Action, Adventure, Indie, RPG, Early Access · More free games
Explore the vast, interconnected world of the Life Cathedral as you navigate its perilous corridors and engage in reaction-based combat. Unveil the mysteries that lie within this mountain's heart with each step forward.
About this game
You awaken on the Ritual Altar inside the Life Cathedral with no memory or strength. How long has it been? Who are you?
Life Blood is a first-person, Kingsfield-like action & adventure game, with a focus on exploration of a layered and interconnected world.
Key Features
A tense but rewarding combat system that requires quick reflexes and careful reading of enemy animations and use of the game's mechanics. Weapons become tools as different battles will require different strategies and weapon types.
Find shortcuts, unlock doors, and activate elevators that aid your route across the world. Checkpoints are few and far between, making your journeys deliberate and requiring consideration.
Hidden paths might reveal an entirely new, secret location, and secret chests might house that single item you need to push forward. Valuable items are abundant but require a keen eye to find. Don't be afraid to use the tools provided; certain battles may require a more experimental approach.
Lore is tucked into every page of Life Blood. Item descriptions are cryptic but rich with clues. Characters you meet talk of the history of God's Reach... the secrets of the past are still waiting to be uncovered.
Venture down into the mountainous kingdom, loot dismal villages on the cliffside, navigate through spiralling stone dungeons and crypts, accumulate enough of the writhing Life Blood, and unseal the long-lost secrets hidden deep within the rock heart of the mountain.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 64-Bit
- Processor: Intel / Ryzen Processor @ 2.00 GHz
- Memory: 2 GB RAM
- Graphics: GTX 1060 (or equivalent to)
- DirectX: Version 12
- Storage: 3 GB available space
- Additional Notes: Microsoft Visual C++ Runtime
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Development - July/August 2026
Hello!July was a needed break. I took some time away from the game to focus on health, go on some adventures, and gather new ideas and inspiration. I know it's mid August now but... that's what took most of my time in July. As for August, here!The latest new location I've been showing off so far is essentially finished, just some final bits to complete and gaps to fill in. I am very happy with the new location and have moved straight on to the next area, following that. This is still in very early blocking as I gather ideas and get them in order.(The places in these screenshots have already changed beyond recognition, so I thought it interesting to post. As you can see, its very early stages, placeholder textures and copy-pasted skeletons are my favourite part of development to show off :3)First person to guess the lore of this face to some degree of accuracy gets a free copy.Like i said in some previous posts, I've been redesigning systems and am finally setting these changes in stone. I've made some major changes to the game's core mechanics, but I believe these are for the better. More importantly, I'm trying to shift focus back to the demo. I am hoping to get a demo update out in line with the upcoming October Next Fest. Do I think I can do this? Probably. But don't take this post as an official announcement. I'm just throwing ideas around.Need Playtesters!Following this, I will be taking people up on joining the project as playtesters at some point soon! If you are at all interested in the game and wish the play more (You will get early access to the new locations, also) then please come say hello via the Discord! JOIN HERE :D (Link is also at the bottom of the blog post, if you'd prefer a more secure link).The third and final point, thank you so much for the Wishlist count. It's not often I check this number throughout the month but when I do I am pretty consistently impressed with the number! Thank you for showing interest and playing the game!Thank you to ev...Read full article on Community Announcements (WOODCHiP Finish)AnnouncementsOfficial
Development - June 2026
Hello!For June I've continued to work on the new location and content, while also getting some new Ai tweaks implemented. Some issues with Ai de-aggrovating and weird behavious at the edge of leash zones are very apparent in the current build, so I've been trying to fix these. I want the Ai to behave more technically predictable, and I've decided to simplify the enemy investigate and de-aggro behaviours to hopefully put more focus on the head-to-head combat. Unless there's a specific way I intend for the player to navigate a combat encounter, I want the player to fight them in as simple a situation as possible, so there's space for the secondary mechanics to be understood in the midst.The first big change I've made is cutting the Armour system. I wanted to move away from the combersome number balancing setup you've seen thus far, as that's not what I want players to focus on any longer. The mechanic of increasing / decreasing the player's resistance stats still exists! but has moved to the Plinth menu, in a way that I wont be spoiling just yet. In place of Armours is now the Charm system. A more expansive and interesting mechanic. The Charm system is again, a mechanic that I hope players will become used to swapping in, out and experimenting with, as each location or encounter may benefit from different Charm combinations.My game design is pivotting away from numbers and stats, and more towards picking the right tools (weapons/magic) for a challenge. For example, there's a stricter penalty for using ineffective weapons against enemies, encouraging you to try something else. I saw a lot of people fail to notice that their weapon was doing a fraction of the damage they expected due to it being ineffective - hopefully this will make it more obvious.Naturally, there's a whole new set of Items and consumables found in the next area, some with very unique abilities that may help unlock secrets in the previous levels... but I wont say too much here.Things are going smoothl...Read full article on Community Announcements (WOODCHiP Finish)AnnouncementsOfficial
Development - May 2026
Hello!Following the launch of the Demo, things have been pretty quiet on my part. This is (naturally) due to life getting in the way, but I'd like to announce that I'm still here and the game is moving well!I've been very busy making the new locations and content. There have been a lot of new systems, redesigned mechanics and some things I outright decided to remove.But firstly and most importantly, I am no longer associated with my publishers Snappy Gurus. Me and Snappy Gurus decided to end our partnership in publishing Life Blood as we were having a hard time keeping a schedule that worked for both of us. Neither side is at fault, and there is no bad feelings between us. Snappy Gurus are great friends of mine and run a huge program that demands a lot of attention, and is very impressive. They did a lot for Life Blood and helped greatly with getting the game's name out. Thanks guys.Regarding the new content, I am working...I took note of most of the feedback that people gave (thanks, first of all) and collated it and considered what was most popularly talked about. Various systems have been stripped out and others completely redesigned. For the new version, I'm focusing on trying to prevent people from missing how some of the larger mechanics work, which I've observed a lot thus far. Trying to teach mechanics like this without a giant pop-up text box is difficult, so it's a challenge to make things obvious enough to jump out and "force" players to look into it.There's still a lot to do, and I still have a lot of placeholder assets within the redesigned systems that were previously full of content. But rest assured things are moving well and I cant wait to show off more when it's closer to completion! Thanks to everyone for playing, following and reading.-ConnorRead full article on Community Announcements (WOODCHiP Finish)Patch NotesOfficial
Version 0.0.10.7 - Gamepad & Lighting Hotfix
Version 0.0.10.7 is now live for Life Blood. This update features some small fixes for controllers and redesigned lighting in certain areas.Changelog:* Tutorial can no longer be skipped when quitting out.* Redesigned lighting for various locations.* Adjusted gamepad dead-zones.* Fixed infamous rain bug.* Fixed Enemy Ai breaking if backtracking after hitting an Ai alert trigger.* Fixed mouse cursor not being locked to the Main Menu UI.* Fixed various ladder collisions.* Fixed bugged Ai trigger on boardwalk in Grah-Linden.* Fixed Enemy Hitstop triggering continuously from Spell projectiles.* Fixed Equipped Slot UI not appearing on Weapons when using the filters.* Fixed annoying collision on wooden benches in Lonnehart Village.* Removed "look-at" system when interacting.Thanks for playingRead full article on Community Announcements (WOODCHiP Finish)Patch NotesOfficial
Version 0.0.10.6 - The Controller Update
Version 0.0.10.6 is now live for Life Blood. Featuring full controller support and a lot of gameplay adjustments for balancing and QOL!* Added full Controller support.* Added new Controller Glyph system and more friendly names for long keybinds.* Added ability to Esc out of all in-game menu UIs and popups.* Added Life Blood value for each Blood Thistle and the Blood Charm in description texts.* Added preview icons on "Equip to Slot" buttons.* Added Spellbinding stat in the Inventory.* Added tab subheadings for the Settings Menu.* Added inverted controls option in the Settings Menu.* Added more detailed stats for Spells in the Inventory.* Added option to buy multiple Items from NPC Vendors.* Revamped NPC UI. * Redesigned UI layout and visuals. * Added "Current Resistance Stats" info when buying Armours. * Added Player's Crystalline Bloodclot count when buying Spells.* Revamped Tutorial (again). * Hints now display floating text when getting close to blood drops, as opposed to a text box when hovering. * Split large sections of text into more digestible chunks. * Slightly adjusted some areas for better clarity or communication of mechanic.* Redesigned Dash Evade system. * Improved speed and visual feedback. * I-Frames are now consistent despite Armour being worn. * Armour weights now only affects Dash cooldown. * Fixed inconsistencies when Dashing up or down slopes / stairs. * Fixed exploitable dash distance when utilising the slow motion in menus.* Redesigned Spellbinding system and impact on other mechanics.* General performance improvements.* Executioner's Court now has railing around the edges to better support the invisible boundary.* Caged Spellcasters now cast Ball of Flies instead of Fireballs.* All Doors now have consistent UI popups when interacting.* Jar throwing Bandits in Lonnehart Village are now Crossbow Bandits.* Enemies no longer reward Energy when killed.* NPCs aggro counter now resets after a duration to prevent unintentional aggro.* NPCs now don't ...Read full article on Community Announcements (WOODCHiP Finish)






