Goblet of Blood

Goblet of Blood is a fast-paced, story-driven FPS game set on a hostile moon base. As Korkutay, a lone survivor facing alien threats and supernatural anomalies, you must uncover the fate of the missing N-12 crew and destroy the cursed Goblet of Sovereignty. Each level offers intense storytelling and a descent into madness. Designed for single-player PC gaming with classic FPS influences, Goblet of Blood blends action, atmosphere, and mystery in a chilling sci-fi setting.

The Future of Goblet of Blood

Hello, Today, I'd like to talk a little about Goblet of Blood. I haven't shared any updates about this project for a long time, and there's a reason for that: the game has been put on hold for now, with the intention of rebuilding it in a different engine in the future. The idea and the story are still very much alive in my mind. In fact, I still spend time expanding and refining the story from time to time. However, trying to develop the game in Unreal Engine turned out to be a huge mistake for me. When I started this project a few years ago, my perspective on programming was very different. I believed that making games with Blueprints instead of writing code was the right approach. But over time, my opinion changed completely. One day, I watched the Half-Life 25th Anniversary documentary, and it completely changed the way I looked at game development. The old-school programming environment, CRT monitors, the culture at Valve, and the GoldSrc engine fascinated me. At that moment, I thought to myself, "That's where I should have been." I realized that what I had been searching for all along was the old-school way of making games. Later, I came to believe that relying entirely on Blueprint wasn't the right approach for me. I started researching John Carmack, learned about the early days of id Software, and read Masters of Doom. All of these experiences completely reshaped my perspective. Eventually, I uninstalled Unreal Engine from my computer. To be honest, I hate game engines that revolve around massive all-in-one editors. In my opinion, a game engine should primarily be its source code, an SDK, and a set of tools that give the developer complete control. Now, when I look back, I can only laugh at the time I spent with Unreal Engine. So yes, Goblet of Blood has been shelved for now. But that doesn't mean the project is dead. One day, it will return-rebuilt from the ground up on an old-school engine, the way I believe it should have been from the very beginning.

24/07/2026