A gothic FPS-RPG where you build your vampire from the blood up. No class, no bloodline, just the powers you take and the price you pay for them.
I
Build Your Own Vampire
Invest across five disciplines and shape any playstyle: fly, brawl, seduce, or curse. Own the right signature powers and the night names you as a clan, unlocking its ultimate.
II
Blood Is the Resource
Every power costs blood. Drain your pool and you burn life force instead. Devastating, but it can kill you mid-fight. Aggression rewarded, overreach punished.
III
Ascend by Feeding
Power is taken, not earned. Feed on the old and the potent to raise your Potency and climb from newblood toward the tier of elders, and beyond.
CruorisBlood
ValmorisBody
MentisMind
UmbralShadow
NefastumForbidden
The Cities of the Dead · Story
The Tale
Story
In the alternate-history America of Meridia, a hidden war has burned for centuries. Vampire against hunter, faction against faction, all of it called the Sanguine Night. You wake into it newly turned, in the drowned streets of New Lunaire, with no memory of who marked you for this.
Beneath the war runs an older truth. Lilith made only one vampire, Cain, and he betrayed her, spreading the curse without sanction. He killed his brother Abel, whose grace now lingers as the Hunter's Mark, binding itself to the grieving. Now Lilith stirs, and she is not returning to save anyone. She is returning for what was taken.
The Embrace
Walk as the Damned
Take the blood, choose your powers, and climb toward godhood one worthy victim at a time, until the source herself is the only blood left worth taking.
The Mark
Hunt the Night
Carry Abel's grace and turn it on the things that feed in the dark. Both paths circle the same buried truth, and neither side has ever fully understood it.
The Cathedral Quarter
A Neo-Noir Entertainment Production
Drink Deep, or Be Drained
One night, one curse, and a war with no clean side. Build your vampire, swear your allegiance, and take the blood that makes you a god.
A gothic FPS-RPG built on Unity 6. Wake newly turned in the drowned city of New Lunaire, choose your powers across five disciplines, and rise from fledgling to something close to a god. Vampire or hunter, the choice is yours, and so is the war.
Cross the city, choose a district above
The Vieux Strip · Screenshots
From the Night
Screenshots
Glimpses of New Lunaire and the war that haunts it. More to come as development continues.
New Lunaire by Night
The Cathedral
Club Nevermore
Bayou Approach
The Cities of the Dead
Blood Ascension
A Lilim Ritual
The Lantern Quarter · News
Dispatches
News & Press
Latest
The Clans Become Factions
A major design update: clans are no longer bloodlines but allegiances, and any vampire can build any way. Earn a clan's name by mastering its signature powers.
Dev Update
The Five Disciplines Revealed
Cruoris, Valmoris, Mentis, Umbral, and Nefastum: the skill trees every vampire branches through. Build freely, ascend by blood.
Lore
Inside the Blood Ascension
Potency, the price of power, and the one path to standing level with Lilith herself.
Studio
Neo-Noir Entertainment Announces Sanguine Night
An original gothic FPS-RPG, built on the Unity 6 engine. The long dark begins.
The Old Quarter · The Codex
The Lore
The Codex
Everything known of the Sanguine Night: the factions, the powers, and the world they war over.
Open ✦
The Clans
Seven factions divide the night: the Dominion's three Houses, the three Independents, and the Lilim who serve the first mother. Allegiances, not bloodlines.
7 Factions · The Dominion · Independents · The Faithful
Open ✦
The Disciplines
Cruoris, Valmoris, Mentis, Umbral, Nefastum: the five trees every vampire branches through. Master a signature pairing to earn a clan's ultimate.
5 Disciplines · Skyrim-style Trees
Open ✦
The Blood Ascension
Potency, the measure of the dead. Rise from Newblood to Elder-Blooded by feeding on blood worth taking, and learn the one path to godhood.
4 Tiers · Newblood → Elder-Blooded
Open ✦
Meridia
An alternate-history North America where every place wears a second name. New Lunaire, Lucianna, Ironmaid, Arkholm, all close enough to know, strange enough to fear.
The Setting · New Lunaire & Beyond
Open ✦
The Mythology
Lilith, Cain, and Abel. The first mother betrayed, the first vampire's treachery, and the grace that became the Hunter's Mark.
Origins · The Sanguine Night
Open ✦
The Hunters
Those who carry Abel's grace against the dark: the Holy Order, the Crown, the Company, and the lone vigilants of the Watch.
4 Orders · The Day-Side
The Factions
The Clans of Meridia
The clans are not blood. They are allegiances, and titles you earn. Build a clan's signature powers and the night names you as one of them, unlocking its ultimate. Who you serve politically is a separate vow entirely.
The Dominion · The Old Order
Báthory
The Crown · Rule
The ruling faction, holding a throne in the name of vanished elders. Known for overwhelming strength and command.
Signature → Throat-Grip + Kneel · unlocks The Crown's Will
Dracul
The Sword · War
The Dominion's army and executioners, soldiers bound by a code, famed for disciplined weapon-mastery.
Signature → Bladestorm + Hunter's Mark · unlocks Unleash
Borgia
The Court · Influence
The faction of secrets and quiet fear that binds the Dominion. Poisoners and whisperers, masters of manipulation.
Signature → Turncoat + Phantasm · unlocks The Poisoned Chalice
The Independents · Sworn to None
Ravenite
Independent
The faction that never swore the oath: inherited authority is not earned. Famed for aerial, hit-and-run play. Hearth: club Nevermore.
Signature → Flight + Dominate · unlocks Murder of Crows
Lucretian
Independent
No founder, only a shared vow: never again be the one who gets hurt. Bare-handed brawlers of the betrayed.
Signature → Iron Grip + Counterblow · unlocks Last Wound
Seraphine
Independent
They know the godhood is theatre, but the worship is real, and that is enough. Seducers and assassins.
The only faction that serves something higher than itself, and the most deceived. They worship Lilith as the first mother and pursue reality-warping forbidden power to hasten her return, never knowing she may regard even her faithful as kindling. The most feared casters in Meridia.
Two more stand at the edges of the codex, the Elders and the Daywalkers, bound only by what marks them apart: the sun does not burn them.
The Powers
The Five Disciplines
No bloodline decides your power. Every vampire invests Potency across five disciplines, Skyrim-style trees you branch through freely. Own the right signature powers across them, and you earn a clan's name and its ultimate.
Cruoris
of spilled blood
The arts of vitae itself: boiling blood, lifesteal, healing, the life-force overdraft. The discipline every vampire touches.
Valmoris
strength & death
Raw might and martial command. Throat-Grip, Bladestorm, Iron Grip, Counterblow, the brute and the blade.
Mentis
of the mind
Domination and seduction. Enthrall, Dominate, Kneel, Dread Presence, all for bending wills and turning enemies.
Umbral
of shadow
Movement and the unseen. Flight, Murder of Crows, wall-climbing, Phantasm, the arts of evasion and misdirection.
Nefastum
the forbidden
Lilith's reality-warping occult. Witch's Curse, Summon Horror, Unmaking: what vampires aren't meant to touch. The deepest, hardest-gated tree.
Complete a clan's signature pairing and its ultimate unlocks. Complete more than one, and you become something the night has no name for.
The System
The Blood Ascension
"Their blood that we take into us carries with it life — their life, their knowledge, their complexity."
NewbloodFreshly turned. Thin power, the trees barely budded.
BloodbornEstablished. Core disciplines open, the ceiling still low.
AscendantFeared. Deep into the trees, powers sharpened and cheapened.
Elder-BloodedThe true ceiling. Power close to the source itself.
Potency rises by feeding on the old and the powerful, not the many, and it is the currency you spend across the disciplines. All vampiric blood descends from Lilith. A few drops of hers grant a surge, but to stand as her equal there is only one path, and it is the one act no one is meant to walk.
The Setting
Meridia
An alternate-history North America where every place wears a second name, close enough to know, strange enough to fear.
New Lunaire
The drowned jewel of the south, where the story begins. Bayou and parish, wrought iron and standing water, a city that has always known the dead walk its streets.
Lucianna
The bayou country. Old blood and older silence, where the land remembers what the cities have learned to forget.
Ironmaid
The city of work and smoke, a hard northern capital of steel and ambition, where the Dominion's grip is tightest.
Arkholm
The seat of buried knowledge, a coastal town of narrow streets and narrower minds, where the Lilim's forbidden work runs deepest.
Origins
The Mythology
Lilith made only one vampire, Cain, and gave him the gift alone. He betrayed her, spreading the curse without sanction across the world, until the night was full of children she never wanted.
Cain killed his brother Abel, the first murder. But Abel did not wholly die. His grace lingered, diffuse and watchful, and became the Hunter's Mark, binding itself to the grieving and the wronged, lending them the strength to hunt the things that prey in the dark.
Now Lilith stirs, driven by fury and betrayal, and she is not returning to save anyone. The hidden war between her children and Abel's marked, vampire and hunter, faction against faction, is the Sanguine Night. Neither side has ever fully understood what burns beneath it.
The Day-Side
The Hunters
Those who carry Abel's grace against the dark: four orders, four reasons, one war.
The Holy Order
Faith made militant, in two arms: the Knights who fight in the open, and the Iscariot who work in shadow. They believe the curse is sin made flesh.
The Crown
State-sanctioned hunters on the leashed-monster model, a government that would rather own its predators than destroy them.
The Company
A corporate PMC that hunts for contract and profit. To them the Sanguine Night is a market, and blood a commodity.
The Watch
Lone vigilants, independent and unaffiliated, most of them marked by Abel's grace through grief, hunting for reasons that are entirely their own.