Active time action game .45 Parabellum Bloodhound is now content complete, release date announcement soon if all goes well
Sukeban Games has announced that its upcoming .45 Parabellum Bloodhound is now content complete.
.45 Parabellum Bloodhound is the newest game from VA-11 HALL-A: Cyberpunk Bartender Action developers Sukeban Games and following its reveal back in 2024, it is now content complete. This was posted by kiri in a developer diary. In the post, she goes on to say that a release date will be announced in a couple of months if all goes well. Some new screenshots have also been published in the post.
.45 Parabellum Bloodhound is in development for PC (Steam) release.
You can find the first trailer, screenshots, and more details from kiri and Sukeban Games below:
.45 Parabellum Bloodhound: You play as Reila Mikazuchi; a washed out mercenary whose glory days are long gone. In a last attempt at grabbing life by the horns she decides to go back to the life, only to realize the real enemy isn’t in front of her gun.
A new world and characters from the award-winning studio that brought you Cyberpunk Bartender Action: VA-11 Hall-A.
This is .45 PARABELLUM BLOODHOUND.Getting Personal
Follow the raw tale of Reila Mikazuchi; a killing machine emerging from depression looking to rebuild her life doing what she knows best. A path well-traveled where the consequences are known, but is her biggest foe really in front of her gun?
Evade attacks, stop time and kill em’ all
Presenting the "Active Time Action" battle system! Where positioning and chaining skills is key to survival. A fresh take on a familiar way of combat.
Features
- Experience the tightly designed "Active Time Action" battle system, suitable for both hardcore and vibes-based players alike.
- Explore seven meticulously crafted, atmospheric stages with hand-placed encounters, dialogues, and riddles.
- Enjoy detailed lo-fi visuals that enhance the texture of this rich cyberpunk world.
- Immerse yourself in a gripping storyline waiting to be uncovered.
The announcement post for it being content complete is below:
What it says on the tin.
Today marks the day where every single story event and encounter is now fully playable. A lot of polishing awaits us and don’t get me wrong— it’s a ton of work! but it’s all far more predictable.
No new content will be added, no new sections. Just bug fixing and making things look pretty or play/read better. QOL improvements, optimization, editing, localization. Like I said, it’s a ton, just more predictable.
If everything goes well we’ll divulge a release date in a couple months.
Stay tuned!
This is definitely my favorite part of development, and I’m getting that feel I had when we were about wrap up VA-11 Hall-A’s development; with a combination of good anxiety and bad anxiety.
The only difference is that we’re self-publishing this time, so a ton more is falling on our shoulders. We’re betting on ourselves, and we have no clue if it’s gonna be worth it by the end of it.
This current stage implies more grind than problem solving, so don’t expect me to talk much from here unless catastrophic things happen that make us rewrite systems or something. Or funny anecdotes. Let’s hope for funny anecdotes!
Wish us luck, too.
Oh yeah, we’ve been recording footage to cut a couple of trailers with. I’d venture to say that the season where we’ll be very annoying about this game is fastly approaching.
Can’t wait to unleash this into the world. We’ve been working on 45pb for a good chunk of our lives, even though this was supposed to be a quick 2-year project….. LOL… how innocent we were.
While the game is still very low-key and made with obvious budget and time constraints, most the dev time was spent straight up learning how to even make a 3D game in the first place. It’s the first time we do something even remotely similar to what you see, so yeah, it was bound to take its sweet freaking time.
I do not plan to make games for longer than two years after this, though. I’m confident in our new style of development and I’m confident in our tools as well. I’m sure future dev cycles will be very normal.
Let’s aim for the top!