The woods are no longer empty
For months the AI lived only in the design docs. Two kinds — passive looters, aggressive patrols. This week they walked out of the doc and into the raid.
The reason we waited is the reason it matters. An extraction shooter where the only other thing in the woods is another player is a thinner game than it looks. The map goes quiet between fights. The tension comes and goes with the player count. We wanted the forest itself to feel occupied — a place where you are never quite sure the sound you heard was a person.
So the deserters are not target dummies. The looters scavenge and slip away; they would rather avoid you than trade fire. The patrols hunt, and they hold ground. Kill one and you get a body to loot — which means every fight is also a decision. Searching a corpse costs seconds and makes noise, and seconds and noise are how other people find you.
Their spawn positions vary raid to raid, on purpose. A cleared treeline is not a promise. We would rather you read the woods each time than memorize them once.
It is one system, and it is new, so the numbers will move for a while. But the shape is right: the world pushes back now, with or without another player in it.
For those finding us for the first time: Blood of Rations is a WW2 extraction shooter. Solo PvPvE raids in 1944 occupied Europe. Deploy alone, hunt loot, fight whoever you find — player or deserter — and extract, or lose it all.
If it sounds like your kind of game, wishlist it on Steam. It is the one number that matters to a small studio before launch.