Selecting the Abandoned Mill option near the start throws an error.
oooh this is fresh from the oven! Thank you for having a demo that is longer than a 10 minute gameplay at first post :') I love how much you can configure about MC and their life, I’m especially gunning for playing a MC that starts hopeful and friendly but later on stops reaching out to people because of heartache/paranoia/feeling alone, the choices you have given us so far is brilliant in the way it allows to create a complex narrative for our MC. Sometimes playing an interactive fiction is about stat-building, but honestly the prose and choices here are so organic that I am able to not worry about building the ‘correct’ stats to hopefully pass stat checks later on. I do not know how much sense I’m making right now, it is late here but I just had to comment because I absolutely fell in love with your writing and your complexity of choices that I had to comment <3 <3 <3 Also, are you thinking of having options for moments where ‘character pursues MC’ instead of MC going after characters for friendship/romance? I like it when characters act on their own interests in relationships, instead of player choosing to initiate something with a character. I’m thinking maybe if you do plan such a thing, I might also play a MC where people who go ‘I can fix them’ about MC joins them in the darkside instead lmao
That is so accidentally hilariously accurate HAHAH Eris definitely know what they want!! ![]()
The endings achievable in Blue-Blooded will be the result of all your accumulated decisions throughout the story! Without spoiling too much: your fate (i.e. your death) is NOT written in stone. There will be many chances for you to attempt to take your fate into your own hands.
Oh my, that option is actually currently locked behind an impossible stat check (selectable_if (strength >= 70)) so it shouldn’t be clickable at all, last we checked? Will put that on the list of things to double check, thank you for letting us know!
Thank you so so much for the lovely feedback and your kind words, it really warmed our hearts!! <3 And you’re making perfect sense, don’t worry LOL We tried our best to include as much customization from the get-go so you’re able to really shape the type of MC you want to play— which ended up causing us to create quite a fair chunk of writing for this initial demo hahaha
Really glad to hear the choices have felt natural so far! Of course, some choices are tied to stat changes, and there have been a few stat-checks already— but what we’re aiming for is an environment where a stat-check ‘fail’ isn’t the end-all-be-all of a scene. Rather, the outcome just shifts into something unexpected, or sets off a chain reaction.
It’s definitely in the cards! (no pun intended…) We share your point of view. Rather than making the ROs and other characters passive bystanders or by-products of relationships the player must actively choose to pursue, we want them to act on their own initiative too, especially when it comes to MC. And that will definitely result in the opportunity for those dynamics to cut both ways— MC isn’t the only one who can be changed by a relationship. Whether that change is for better or worse… well. That depends on your MC ![]()
I really enjoyed it
This was a wonderful demo! I loved the concept, the writing, the pacing and the characters. Valens is well written!
Oh, yes, I was cheating.
Haha. Habit of mine, couldn’t check the code to see that was the issue.
Happy to hear, thank you for playing!! ![]()
Thank you very much!
Valens was actually the hardest to write out of all the characters for us personally, so that’s really reassuring to hear! LOL
Alright, that makes sense haha Got worried for a moment there that we messed up the code and left it selectable somehow.
We plan to make the code viewable with the next update (which is very soon)! We held off on it for this initial release since we’re still fine-tuning things like the overall stat balancing and the inventory functions— but once those are in a state we’re happy with, the code will be open for perusal!
A suggestion:
After staying in the temple to get my blood checked suddenly I have been to the river and have a fever, might want to explain it so as not be too jarring. For example - the character went to look at the river, stayed long and got a cold.
So far I like the story you guys are giving us. So many choices and characterization for the MC. I personally went for a more antagonistic and fate defying MC. The childhood sections while a bit long did serve the narrative well. I think what has me hooked is the mystery more than the characters and ROs.
Uh oh, thank you for pointing that out and for the suggestion! Checked the code and found the culprit— the *goto prior to that text was accidentally linking both the ‘Stay’ and ‘Chase After’ aftermath scenes at the start of Chapter 2 to the same text, so the fever scene was showing up on the temple route when it shouldn’t. We’ll add that to the patch update planned for this weekend!
Thank you, we’re really glad to hear you’re liking it thus far
We tried not to go too heavy-handed on the choices, but also offer enough variety so that people can really shape their MCs; personally, I (C) also enjoy playing more of the rebellious or antagonistic approach, so I’m with you on that.
One of our fears was that it may be too drawn out, but there was just so much we wanted to introduce whilst also giving the player the space and time to form a connection with their MC and the world/characters.
It’s definitely not a ‘must’ to pursue an RO to progress the story or unravel certain mysteries! There’s lots of secrets to uncover (e.g. MC’s death/fate, why MC is summoned despite not being confirmed, what the Crown is gathering blue-bloods for, finding a use for the items you manage to acquire in Chapter 1, how Sibyl seems to already know you, the Forsaken, Rhiannon’s mother, etc.)— Chapter 3 as of now also lays the foundation for the dilemmas that will soon come to light and pull MC further into the rabbit hole that is the throne
We’ll do our best to keep it interesting; though we hope the characters/ROs might surprise you yet!
Have just played the demo and I must say, I’m really looking forward to following this! The writing is very atmospheric, and I find the mystery intriguing - it reminds me (vibe-wise) of how I felt when I played A Mage Reborn and I the Forgotten One, both of which I loved.
This was really good! I really like the writing so far. Though I am curious about how much we can be disobedient (if it’s spoiler-safe to answer!), since we could not kneel to the crown (unless I read the scene wrong lol) and we gain +2 rep with Eris for that. I’m looking forward for the rest of the story!
Thank you very much! Really happy to hear that you’re enjoying the writing and mystery so far!
Oh wow, A Mage Reborn and I, the Forgotten One are two of our favorite IFs as well, so this is a huge compliment
We’ll try our best to create a memorable experience as well!
Thank you so much!
This is actually a great question! It’s not super spoiler-y, but for that specific scene: it’s a conscious decision we made to allow MC to gain points with Eris for these initial, smaller ‘disobediences’ because they are someone whose eye you can catch (among other methods) by being rebellious— unlike characters like Calder, for example, who MC can gain rep with by being/appearing obedient initially.
The opposing Obedience/Rebellion stat will keep track of the MC’s overall inclination. Smaller instances of ‘disobedience’ won’t result in huge repercussions, but they will draw reactions from other characters— and as these actions accumulate, more severe defiance will carry more severe consequences. Don’t let that scare you off from making non-compliant decisions, though: sometimes being sneaky or rebellious is more fun than following the rules!
First off, we want to say a huge THANK YOU to everyone who has commented on this topic and shared their thoughts with us so far. Your feedback has been incredibly helpful, and we’ll continue doing our best to implement as many suggested improvements as we can, as well as fix the bugs that have been reported.
Based on the feedback we’ve received in the ten days since the initial demo release, we’ve now pushed an update. Here are the latest features and improvements in BLUE-BLOODED, plus what’s coming next:
IN ACTIVE DEVELOPMENT
- Chapter 4, including a way to start at Chapter 4 without replaying Chapters 1-3.
Estimated release: by end of July.
CHANGELOG ✦ JULY 12th 2026
NEW
- Added a ‘countdown’ to the day of your death. Time’s ticking…
- Expanded existing scenes with new dialogue and added detail.
- The inventory system & item tracking is now fully functional.
HINT: check out the STATS page to take a closer look at your acquired items!
IMPROVED
- The stats (including relationship stats) and stat-checks are now balanced.
- Disabled colour-changing background to improve accessibility.
FIXED
- Narrative inconsistencies, tenses, spelling errors, and grammatical mistakes.
- Bugs and coding errors (pronouns, RO genders, broken paths, etc.)
Thank you again— we truly appreciate every comment, and it has been incredibly heartening to read all of your feedback, both here and over on our Tumblr! With Chapter 4 well underway, we’re aiming to finalize it by the end of this month. For the remainder of July, we’ll be focusing on writing, addressing bug reports, answering questions, and taking your feedback on board as we continue improving the game ![]()
Yooo, the story is so peak.
THANK YOU
glad you’re enjoying it!
Oh my holy peak

