Race to Kill

Ow do, Everyone!

Matt here - Lead Designer on Blindfire, the arena shooter where total darkness is just another weapon in your arsenal. Today, I’m absolutely buzzing to share details about our first major update, Race to Kill, which launches on 21st November on all platforms. We’ve loaded it up with new features, powerful weapons, and some massive maps, but the star of the show is undoubtedly Kill Race! 

Grab a brew, your favourite biscuits and settle in. It’s time to take a closer look at what’s coming to Blindfire next. 

 

KILL RACE: SHOOT TO WIN, FAST!

At its core, Blindfire has always been about turning the unknown dangers of the darkness into tactical opportunities. With Kill Race, we wanted to crank up the intensity of our pitchblack fights to the death. It’s fast, it’s highly competitive and it’s brilliantly chaotic. What’s the objective? Rack up kills faster than anyone else. Simple…

It's every player for themselves, but don’t worry - there’s a Team Kill Race variant for those of you who’d prefer to squad up (and blame your mates when things go pearshaped like I do).

Here’s what makes Kill Race a thrill:

  • Dynamic Respawns: Every time you’re eliminated, you’ll choose your respawn point from a bird’s-eye view of the arena. Then get launched into the action via a very snazzy retro-futuristic pod, and you’re back in the fight within seconds.

  • Non-Stop Action: The pace of Kill Race is unlike anything we’ve done before. With minimal downtime, you’ll spend more time fragging and less time sulking about being fragged.

 

The Design of Kill Race

I caught up with Callum, our Game Designer, to chat about the ideas behind Kill Race. Here’s what he had to say:

  • Callum: Well, when you look at most multiplayer FPS games, a deathmatch mode is practically a rite of passage. It's a staple for a reason - it’s straightforward, universally loved, and a brilliant way for players to test their skills. Kill Race is our take on that classic formula. It’s fast, fun, and fits perfectly with what Blindfire is all about - action, chaos, and tactical play in total darkness.

  • Callum: We wanted a fast-paced mode with a single round that didn’t end so quickly. Kill Race is a quickfire way to warm up your skills before diving into more competitive modes. It’s also our first mode where we needed to account for respawning, and we wanted to make that feel totally unique to Blindfire… so we went a bit above and beyond on the implementation.

  • Callum: Bodycount is round-based and uses points to determine a winner, so you need to be more methodical. Kill Race is straight-up chaos - it’s about hitting the elimination goal as fast as possible: 20 kills in solo or 30 for teams. It’s non-stop action, no waiting around, get the kills any way you need to and don’t hang around.

  • Callum: Get the high ground! Verticality in Kill Race is a massive advantage. You’ll have a better view of the action and some cover for protection. Just be careful - if you’re up there, people will spot you and you are limited in how many options you have to retreat.

 

If you would like to see an exciting match of Kill Race before jumping into the game, watch our latest video:

 

SIZE MATTERS… AND SO DOES HEIGHT

For Kill Race, we’ve designed two brand-new maps, both of which are twice the size of our existing Bodycount arenas. The biggest difference? Verticality. These maps give you more room to manoeuvre, but they also let you climb - literally - to new heights. Imagine this: you are perched on up on the gantry, surveying the chaos below, waiting to line up your shot… only to realise you’re completely exposed up here. Batman, you are not. It’s risk-versus-reward, it’s a bit of a gamble, and we’re excited to see the creative playstyles you’ll dream up. Whether you’re the type to skulk in the shadows or to take the high ground like Obi-Wan, these maps bring new tactics to exploit and fresh dangers to fear to Blindfire’s gameplay.

 

BRINGING YOU BACK IN NO TIME!

The respawn mechanic in Kill Race isn’t just functional - it’s bloody cool (if I do say so myself). When you’re taken out, you’ll get a top-down view of the arena with all the lights on and your opponents flagged clearly, so you can plan your glorious re-entry and your climb up the scoreboard. 

That’s not the cool part though, you’ll then be fired up into the arena via a very stylish respawn pod that wouldn’t look out of place in a 80s sci-fi film. It’s practical, it’s cinematic, and yes, it’s the perfect moment for your teammates to shout, “MATT! Could you not just have stayed dead, you’re dragging us down” (Although, perhaps that’s just me, no one seems to appreciate my next-level tactics)

 

George on the Art of Respawning

I spoke to George, our Environment Artist, to get a deeper look into the design process behind our unique respawn pods. Here’s what he had to say:

  • George: The respawn pods tie directly into the game’s lore, which we want to slowly reveal over time, and we felt it was important for the “how” of respawning to be reflected in the gameplay too. An instant teleport would’ve been functional, yeah, but we wanted something that felt more immersive and tied to the world of Blindfire. The pods give that extra bit of flair and help reinforce the atmosphere of being in a neon-lit, tech-heavy future

  • George: I wanted the pods to feel claustrophobic. We throw you into this small, confined pod, and then we shoot you up through the floor and into the thick of the action. I took a lot of inspiration from retro-futurism art, especially old sci-fi movies, to create something that looks like it’s both from the past and ahead of its time.

  • George: I think the way the pod’s interior feels tight and enclosed is one of the best bits for me. We’ve got a small, almost suffocating space, but the moment you shoot up, there’s this sense of release. It’s a bit of a contradiction, which I really like. It captures that feeling of the wider gameplay, tension and release. You are trapped in the dark, only to be thrust back into the madness of the arena.

 

NEW TOOLS OF DESTRUCTION!

What’s an update without shiny new ways to eliminate your opponents? Enter the Scarab and the Impunity, two weapons that couldn’t be more different, but are equally fun to wield.

  • The Scarab: Think rapid fire. It’s an automatic pistol with a fire rate that borders on the absurd. Great for close quarters battles, not so great if you’re trying to stay hidden though.

  • The Impunity: A burst-fire shotgun that pulls no punches. Two shots per trigger pull means double the damage - and double the recoil. If you can control it, you’ll be unstoppable.

These weapons are perfect for Kill Race’s fast-paced gameplay, so don’t hold back! Experiment and find your favourite.

 

CLIMB THE LEADERBOARDS, CLAIM GLORY!

For those of you who thrive on competition, we’re introducing The Elite 10 - leaderboards that highlight the best of the best across three categories:

  • Total Kills: Prove you’re the deadliest contestant in the arena.

  • Points Scored: Outthink and outplay your opponents with strategic flair.

  • Matches Won: For those front and centre during the Winner’s Showcase time after time.

Earning a spot in the Elite 10 isn’t for the faint of heart, but the glory? Oh, it’s worth it. Perhaps we can put some prizes on the line for the end of the season… 🤔

 

The Race to Kill update it’s a glimpse into the future of Blindfire. We’ll continue to build on your feedback and push the boundaries of what’s possible in this pitch-black world. With the game now available on PlayStation 5 as well, it has never been easier to jump into a match with your friends and experience everything Blindfire has to offer. We hope to see you in the arena very soon! 🫡

- Light ‘em up! 

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