Blight
A downloadable game for Windows, macOS, Linux, and Android
Something in the realm has gone sideways.
Not "fire and brimstone" sideways. More "the chickens have teeth and are very smug about it" sideways. The blacksmith keeps forging spoons and calling them swords. A shaman may have accidentally broken reality trying to resurrect his cat. The goats have organised.
The Blight is spreading. It's making everything slightly wrong, and slightly wrong has a way of becoming catastrophically wrong if nobody does anything about it.
Nobody's doing anything about it. So that's you, then. Finish your ale.
Quest Mode
A story campaign across three acts and twelve encounters. Starting in the burning village of Mudbury (once voted "Least Interesting Place to Die") and ending somewhere considerably deeper and considerably worse.
You're not heroes. Heroes were presumably busy. You're four people who happened to be in the tavern.
The story starts ridiculous and earns every moment it isn't. There's a shaman. There's a cat. There's a King who left a note that says "Don't follow. I mean it."
You should probably follow.
Don't get attached to the goat.
Horde Mode
Forget the story. Waves of blighted enemies, no mercy, no narrative, no one to blame but yourselves for picking up a rake and thinking it'd be fine. It will not be fine. It gets worse every round.
Last team standing wins. Bragging rights included.
Drop-in co-op for 1 to 4 players. Peer-to-peer, no servers, no sign-ups, no faff. Just you, your mates, and whatever the Blight decided to throw at you this time.
Pick something up. Start swinging.
| Updated | 5 hours ago |
| Status | In development |
| Platforms | Windows, macOS, Linux, Android |
| Author | resinhead |
| Genre | Action, Adventure |
| Made with | MonoGame |
| Tags | 2D, Comedy, Fantasy, Indie, Magic, Monsters, Multiplayer |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Multiplayer | Ad-hoc networked multiplayer |
| Links | Homepage, Bluesky, Twitter/X, YouTube |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
Download
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Development log
- Release 1.4.2 - Mobile Blight Lifted, Again6 hours ago
- Release 1.3.9 - Mobile Blight Lifted15 days ago
- Release 1.3.8 - Quests first15 days ago
- Release 1.3.7 - The broken song16 days ago
- Release 1.3.6 - Respecting the Stones16 days ago
- Release 1.3.5 - Music sweet music16 days ago
- Release 1.3.4 - The missing quests18 days ago
- Release 1.3.3 - Google Play release18 days ago







Comments
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Hello,
I’ve been checking out Blight and I really like the chaotic energy and the slightly weird fantasy tone — it’s a cool mix.
Just thinking that some moments (like combat waves or tension build-ups) could be pushed even further with a more focused musical approach, depending on what you’re aiming for.
I’m a composer working in orchestral fantasy, so if you’re ever curious to experiment with that kind of direction, I’d be happy to try something on a short scene (if you're curious I can share a bit of my work of course).
No pressure at all — just thought I’d share the idea.
Anyway, keep going on the good work :-)
Thanks Benjamin,
Thanks for being honest and for giving your review and opinion and offer for help I really appreciate it.
So yes the rhythm of the music the beat isn't perfect, right now we just play it repeatedly and you can advanced (skip) or music.
This is because I wanted to defer it. When you're making a game you have to replay it over and over, I wanted some music, non copyrighted stuff, but didn't want to let it occupy me until I made a working prototype. My bad friend.
We have right now 40 music tracks, made in a midi format but literally expressed in lua text. Custom made functions that work only in the prog at moment, although I have considered an external tool lol.
We use 2 synth modules:
https://github.com/sinshu/meltysynth
And:
https://sourceforge.net/p/mscore/code/HEAD/tree/trunk/mscore/share/sound/TimGM6m...
I liked them for their size and gritinessssssssss lolz.
But you're right we should add more energy. Horde mode is really just a demo, the quest mode is the future, have you tried that, and thought about how cinematic music might be applied or just horde?
I really do thing a story driven mode (if you like it) will give to moods and swings more.
But if its Horde you are interested, let me know how the moods and swings should ride.
But as far as adjustments I have tried to make quest mode ride with the mode, but less with horde and that might be a probelm Its hard to program queues, and if you have expirence please help me. Most of my quests are in lua also, and we try to do things in a declerative way. If an enemy enters the room in a circus honestly? I want menacing circus music!!! Lol.
Here are some samples of the lua DSL I've got here for writing songs, these are all just pieces and need assembling into full pieces:
-- 41. Witch's Brew - Spooky / Quirky Potion-Brewing Theme -- ========== Section A: Creeping Into the Lab ========== -- Celesta melody; creepy, music-box-like with detuned intervals local celesta_a = { {EXPRESSION, 70}, {SUSTAIN, ON}, {E4, Q, 75, 0}, {F4, E, 60, -30}, {Gs4, Q, 80, 15}, {A4, E, 55, 0}, {REST, E}, {B4, Q, 85, -20}, {C5, E, 60, 0}, {B4, E, 55, -20}, {Gs4, Q, 75, 15}, {E4, Q, 70, 0}, {REST, Q}, {Ds4, E, 65, 25}, {E4, E, 60, 0}, {Gs4, Q, 80, 15}, {B4, Q, 85, -20}, {A4, E, 55, 0}, {Gs4, E, 60, 15}, {F4, Q, 70, -30}, {E4, H, 75, 0}, {REST, Q}, -- Sudden loud accent {C5, E, 120, 0}, {REST, E}, {E4, Q, 65, 0}, {F4, E, 55, -30}, {Gs4, Q, 75, 15}, {A4, Q, 70, 0}, {B4, E, 60, -20}, {Gs4, E, 55, 15}, {E4, H, 75, 0}, {REST, H}, {SUSTAIN, OFF}, }One of the greatest inventions in this lua adventure was the drum rolls:
-- -- Section D: Half-time breakdown with heavy ghost work -- Sparse kick, lots of ghost notes, splash and china accents -- local breakdown = drums(S, { -- | 1 e & a 2 e & a 3 e & a 4 e & a | 1 e & a 2 e & a 3 e & a 4 e & a | 1 e & a 2 e & a 3 e & a 4 e & a | 1 e & a 2 e & a 3 e & a 4 e & a | CHINA_CYMBAL = "X...............................................X...............", SPLASH = "..............X...............................X.................", RIDE = "..x...x...x...x...x...x...x...x...x...x...x...x...x...x...x.", SNARE = "..o.o...X...o.o...o.o...X...o.o...oo.o..X...o.o..oo.o.X.o.o.o.", KICK = "X.......x.......X...............X.......x...........X.........", CLOSED_HAT = "x...x...x...x...x...x...x...x...x...x...x...x...x...x...x...", LOW_FLOOR_TOM = "..............................x.x...............................x.x.", })I'm geeking out a little, but basically the story is, the game can take direct midi if required for the music atm, I could add greater wav support easily enough.
rh.
Hey there - uh, how do I actually run the OSX version? None of the files seem executable. Best - Micah
Heya Micah :-).
Yeah, I think its the zip file, I've changed it to a tarball for now to preserve the executable permissions at least, but the OS X build really needs to be converted to something like Velopack to be a bit nicer as a dmg or pkg. Its on my list of build things to improve.
OK, I had to run Client.Desktop/Client.Desktop from a shell and disable a lot of gatekeeper warnings, but it seems to open. Will take a look tonight
FYI:
```
[mgates 04/18@08:35:29AM ~/Downloads/blight-osx-arm64/Client.Desktop]
% ./Client.Desktop 137 ↵
Error loading scripts/songs/pixel_quest.lua: cannot convert a string to a clr type MoonSharp.Interpreter.Table
Quest registry: 1 quests, 3 acts, 12 encounters
```
Oh sweet, I'll fix the pixel_quest.lua as well, its just a bad bit of lua.
Yeah, I haven't gotten any signing or anything for Mac, thats where the change to Velopack will bring that in at the same time.
Okay I've ported to velopack, which is a different distrubution. I didn't pay for signing yet, Apple wants 100 usd a year, microshaft wants 500 a year.