Bloodhunt Update 1.002 Patch Notes (June 8 Update)


Vampire: The Masquerade – Bloodhunt update 1.002 (June 8, 2022) is now available to download on PS5 and PC(Steam). According to the official Bloodhunt patch notes, the latest update added support for VRR (Variable Refresh Rate) on the PS5. Apart from this, Bloodhunt patch 1.002 also includes gamepad improvements as well as a long list of bug fixes and quality of life changes.

Unfortunately, since the release, players are experiencing fps drop and performance issues. Today’s Bloodhunt version 1.002 will address a few of these issues.

Check out more details below.


Blood hunt June Update Patch Notes – June 8, 2022


  • Added support for VRR (Variable Refresh Rate) on the PS5.



  • Replaced our old dynamic curve with a traditional exponential curve.

This is the 0-1 movement of how far on the stick the player has moved the stick, mapped onto a curve. The change should allow more control for both precision aiming and fast turns.


New default values for the different sensitivity multipliers. In a future release we will rename the following settings since they are not multipliers on top of one another.

  • Sensitivity (X) – New default should be 5
  • Sensitivity (Y) – New default should be 5
  • Sensitivity ADS (X) – New default should be 2.5
  • Sensitivity ADS (Y) – New default should be 2.5
  • Sensitivity Scoped (X) – New default should be 1
  • Sensitivity Scoped (Y) – New default should be 1


  • Replaced our old exponential curve with a linear acceleration that kicks in after a short delay.

Once the stick is maxed out at the edge, the turn speed increases at a rate over time, until the game says that the turn speed is at the limit.



This is related to anything regarding staying on target or making it easier to acquire a target.
NOTE: These are not settings, this is just a breakdown of how Aim Assist works.


When aiming near a target, the sensitivity slows down. This is most strongly felt in short to medium-long range. This is not highly active for the closest ranges or the longest ranges.

  • Hip-fire off target – There is an initial slowdown when aiming close to a target.
  • Hip-fire on target – When aiming at a target this is more aggressive so that you do not leave the target.
  • ADS off target – When ADSing close to a target this is still active but not as strongly.
  • ADS on target – When ADSing on a target this is also active but less than when hip-fire aiming.


When aiming near a target and you are moving the camera helps you turn a bit. This is mostly felt in short ranges. This is not active for the very closest ranges or the longest ranges.

  • Hip-fire off target – There is a small amount of aim turn assist when looking close to a target and you are moving.
  • Hip-fire on target – There is a small amount of aim turn assist when looking on a target and you are moving.
  • ADS off target – There is a small amount of aim turn assist when looking close to a target and you are moving.
  • ADS on target – There is a moderate amount of aim turn assist when looking at a target and you are moving.

This is only the start, and we will keep improving it until we find a good balance between the input methods.


  • Fixed a bug that was causing performance issues if the player did not skip the intro cinematic
  • PS5 – Fixed an issue that was causing some Founders Edition items to disappear after the player had unlocked a Battle pass item
  • PS5 – The adaptive triggers no longer get stuck in the “activated” state
  • The Saboteur’s “Unseen Passage” activation sound and visual effects no longer unintentionally repeat under certain conditions
  • Fixed an issue that prevented you from targeting the “Earthshock” power directly below you
  • Decreased the chances of an issue occurring that caused the matchmaker to sometimes fail to find a player for your team in group modes
  • The Trophy/Achievement “From Prague to Malmö” has been fixed (finally!)
  • Players no longer lose all ammunition when picking up a weapon of the same caliber while reloading¨
  • Fixed an issue resulting in first-time Bloodhunt players not getting matched against other new players. This will improve the onboarding experience for new players.
  • Fixed a few exploits that were being abused


Clarified which outfits are clan-specific in the Battle Pass and the flash store


For this update, we took a look at the more pressing balancing issues that needed to be tweaked, and here are the new values that we decided upon:



The Bloodhunted timer has decreased from 60s to 40s

After some internal testing, we settled on a 40 second timer, which improves the odds of surviving while still encouraing players to uphold the Masquerade. We also tried 30s, but it felt too inconsequential.


  • Flesh of Marble duration decreased from 4.2s to 3s

Bloodhunt has fallen into a bit of an Enforcer meta as the season has progressed. We’ve seen a lot of frustration when going up against the Flesh of Marble power. While we’ve been working on some improvements to how it functions, these changes are unfortunately not fully ready at this time, but we wanted to make some other improvements we can in the meanwhile. Nerfing the duration might not solve everything but it means that Ventrue players will have to be a bit more alert and on their toes.



Pump shotgun:

  • Effective range decreased from 12, 14, 16m to 8, 10, 12m
  • Spread increased from 2.5 to 3
  • Damage decreased from 10×12 to 8×12 (Damage per pellet)
  • Fire rate has increased from 1.2s to 1s

Double barrel:

  • Effective range has decreased from 8, 10, 12m to 6, 7, 8m
  • Spread increased from 3.5, 3, 2.5 to 4, 3.75, 3.5
  • Damage decreased from 10×12 to 8×12 (Damage per pellet)


  • Revive invulnerability timer has been increased from 0.75s to 1s

We increased the invulnerability timer to ensure that players can’t take damage before they’re able to act when reviving. This change gives players a better shot at escaping or fighting back when left to regenerate after being downed.



  • Melee lifesteal decreased from 50% to 30%

Melee has been a hot topic of late, and while we can see that it is not universally agreed upon that melee is too strong, we see a lot of frustration towards it. We want to start by limiting the health you gain back to not make it as difficult to defeat a melee attacker that you nearly killed before they started swinging at you. We’ll be monitoring the results closely to see if this is a step in the right direction or if we need to try something different.

Download free Bloodhunt version 1.002 on PS5 and PC.