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{{quote|quotation="Blood stood up extremely well over time and we are taking care to preserve all the qualities that made the game so special... It really only needs minor updates to provide a better user experience for contemporary audiences. By using some of the functions of Nightdive’s KEX engine, we’ll be able to provide compatibility with today’s video standards, with DirectX and Vulkan support. Similarly, we’ll provide compatibility with the current audio standards. We’ll add support for modern networks, Steamworks, and GOG Galaxy to bring this original game to more players. As part of this, we will preserve the accuracy of the game behavior. While these upgrades are relatively minor, we are confident that they will provide fans with a better, current generation gameplay experience."|attributedTo=Daniel Grayshon, producer at Night Dive Studios}}
 
{{quote|quotation="Blood stood up extremely well over time and we are taking care to preserve all the qualities that made the game so special... It really only needs minor updates to provide a better user experience for contemporary audiences. By using some of the functions of Nightdive’s KEX engine, we’ll be able to provide compatibility with today’s video standards, with DirectX and Vulkan support. Similarly, we’ll provide compatibility with the current audio standards. We’ll add support for modern networks, Steamworks, and GOG Galaxy to bring this original game to more players. As part of this, we will preserve the accuracy of the game behavior. While these upgrades are relatively minor, we are confident that they will provide fans with a better, current generation gameplay experience."|attributedTo=Daniel Grayshon, producer at Night Dive Studios}}
  
A remastered version of ''[[Blood]]'', developed by [[Night Dive Studios]] under license from [[Atari]], was announced on [[Fact Timeline#2018|December 7, 2018]]. The port was stated to support modern graphics libraries such as [[:wikipedia:DirectX|DirectX]] and [[:wikipedia:Vulkan (API)|Vulkan]] (as opposed to the original only having partial [[:wikipedia:Glide (API)|Glide]] support via an alpha patch), as well as multiplayer networks such as [[:wikipedia:Steamworks|Steamworks]] and [[:wikipedia:GOG Galaxy|GOG Galaxy]]. The remaster was said to be based on reverse engineering rather than the original source code (implying no [[Blood Source Campaign|original source code release]] is likely; the new code could be though), built atop of [https://doomwiki.org/wiki/Samuel_Villarreal_(Kaiser) Samuel "Kaiser" Villarreal]'s  [[Kex Engine]] from his earlier unofficial [[Blood EX]] effort; he was also being assisted by [https://doomwiki.org/wiki/James_Haley_(Quasar) James "Quasar" Haley] and [https://doomwiki.org/wiki/Edward_Richardson_(Edward850) Edward "Edward850" Richardson] on the project. Kaiser confirmed on [[:wikipedia:Twitter|Twitter]] that the engine supports all ''Blood'' [[List of Mods for Blood|custom maps]]. The engine even allows proper modding, with scripting possible in a way [[Blood#Modernization Efforts|not present]] in the original [[:wikipedia:DOS|DOS]] executable. A quickly deleted tweet by Kaiser indicated a possible April 2019 release, which in the end extended to early May.
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A remastered version of ''[[Blood]]'', developed by [[Night Dive Studios]] under license from [[Atari]], was announced on [[Fact Timeline#2018|December 7, 2018]]. The port was stated to support modern graphics libraries such as [[:wikipedia:DirectX|DirectX]] and [[:wikipedia:Vulkan (API)|Vulkan]] (as opposed to the original only having partial [[:wikipedia:Glide (API)|Glide]] support via an alpha patch), as well as multiplayer networks such as [[:wikipedia:Steamworks|Steamworks]] and [[:wikipedia:GOG Galaxy|GOG Galaxy]]. The remaster was said to be based on reverse engineering rather than the original source code (implying no [[Blood Source Campaign|original source code release]] is likely; the new code could be though), built atop of [https://doomwiki.org/wiki/Samuel_Villarreal_(Kaiser) Samuel "Kaiser" Villarreal]'s  [[Kex Engine]] from his earlier unofficial [[Blood EX]] effort; he was also being assisted by [https://doomwiki.org/wiki/James_Haley_(Quasar) James "Quasar" Haley] and [https://doomwiki.org/wiki/Edward_Richardson_(Edward850) Edward "Edward850" Richardson] on the project. Kaiser confirmed on [[:wikipedia:Twitter|Twitter]] that the engine supports all ''Blood'' [[List of Mods for Blood|custom maps]]. The engine even allows proper modding, with scripting possible in a way [[Blood#Modernization Attempts|not present]] in the original [[:wikipedia:DOS|DOS]] executable. A quickly deleted tweet by Kaiser indicated a possible April 2019 release, which in the end extended to early May.
  
 
{{quote|quotation="Yup, I am working on it. I was actually working on it on my spare time since 2015... Reverse engineered. I've been disassembling the game for several years and have a more or less clear outline of how everything works. Its somewhat pressuring as I am looking to go over the disassembly multiple times to make sure everything is perfect... Some things like the slipperiness is going to remain as it was intentionally designed to do that, but none of the engine's collision detection is going to be used.  Though the new collision code will produce nearly exact same results;  just less glitchy results... None of the original assets will be modified.  This includes levels (despite my temptations)... Modding will definitely be possible in BloodEX... There will be mod support. The idea is that you put your mod into a folder along with any modded .ART files or INI files you include and you should be able to load a mod from there.  Additionally BloodEX will allow you to define your own enemies and scripted AI logic. Additionally you'll be able to define your own custom actors and scripted AI logic..."|attributedTo=[https://twitter.com/SVKaiser/status/1071133111650537477 Samuel "Kaiser" Villarreal]}}
 
{{quote|quotation="Yup, I am working on it. I was actually working on it on my spare time since 2015... Reverse engineered. I've been disassembling the game for several years and have a more or less clear outline of how everything works. Its somewhat pressuring as I am looking to go over the disassembly multiple times to make sure everything is perfect... Some things like the slipperiness is going to remain as it was intentionally designed to do that, but none of the engine's collision detection is going to be used.  Though the new collision code will produce nearly exact same results;  just less glitchy results... None of the original assets will be modified.  This includes levels (despite my temptations)... Modding will definitely be possible in BloodEX... There will be mod support. The idea is that you put your mod into a folder along with any modded .ART files or INI files you include and you should be able to load a mod from there.  Additionally BloodEX will allow you to define your own enemies and scripted AI logic. Additionally you'll be able to define your own custom actors and scripted AI logic..."|attributedTo=[https://twitter.com/SVKaiser/status/1071133111650537477 Samuel "Kaiser" Villarreal]}}

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