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Initially was set to produce a video about it but scrapped it for a variety of reasons as it isn't worth making a video about given it's current state. Instead I will talk about the good and bad here.
For context, Refreshed Supply was a follow-up (re-remaster) developed by Nightdive Studios and released on December 4, 2025. It was still in development when the announcement trailer was made public towards the end of September, but it seemed pretty vague with the mentioning of new community content like Marrow and Death Wish (both addons that were being developed and released as free addons for Blood) along with the release coming to consoles, which is something that hadn't been done with the original Fresh Supply previously.
The Buildup
Sometime after the announcement, Kaiser revealed that Refreshed isn't a rebrand of the original Fresh Supply but more so rebuilt from scratch using the original source code. Which seemed like a glimpse of hope to many as Fresh Supply had a mixed reception due to a bucket list of bugs and inaccuracies, making the game less faithful to the original MS-DOS release. It didn't help that Fresh Supply came out around the same year where BloodGDX (BuildGDX) had already come out and saw the recent release of NBlood (based on EDuke32) so if you where to compare the three together in terms of being faithful to the original game then NBlood is the clear winner.
And that's the thing. Yes! I believe in game preservation with the availability to play the game on modern hardware in many ways. From emulators to source ports and at times a remaster. The problem to me is that it seemed like people forget to preserve the core gameplay experience. I feel like Nightdive has done that on a number of occasions and could have been avoided as different toggles and modifiers.
The Good
On the time of it's release, I took the time to inspect what was new. I do think the addition of menu sounds was cool and you can turn them off if you wanted. (I kept it on)
Like with many recent remasters, a Vault was added, revealing behind the scenes photos that were either new or some that were already on the Internet for years. The best part about the vault is access to cut levels found in various pre-release materials (there are more to be found in a archive file found inside the "vault" folder called "level_archive.zip".
ass
Because of this simple replacement mod, we now have a toggle for the original cutscenes. Gotta love workarounds to prove some points.
Sounds got a bit of improvement by disabling the low-pass filter by default which caused sounds to be muffled along with other minor fixes to the game logic and rendering. Additionally, an option was added for emulating classic 2D audio panning.
Initially, my optimism was still low by the time the first hotfix came out but In the upcoming Hotfix 2, there appears to be some potential improvement coming in the multiplayer department. (The main reason why I pre-purchased this remaster at all.)
If you care about achievement hunting, the triggering of the "Chosen-In-Regress" achievements has been fixed. For context, you had to kill three Beasts at Post Mortem's final level in under three minutes.
At launch, finishing off your opponents was near-impossible despite the code being there and appears to be a carry over from Fresh Supply. It has now be restored in the beta branch albeit with some quirks. In the original game, if you tapped the Use key without getting hit (or stomped on) you can revive yourself with only 1 health. Additionally and I assume due to how the physics and collision were changed, you can't push a player upwards in it's finishing state. This works by crouching while aiming up before pressing the Use key which pushes the player upwards.
Both of these things I've mentioned haven't been restored yet but it's a good first step for improvement. Once these two things are restored, I should be smooth sailing for this feature.
Obviously the Guns Akimbo bug, I've mentioned previously has been fixed and thankfully so. Anyway I will list some stuff that still need to be looked at along with some suggestions.
What need's fixed?
* The dynamite meter is still visible when dead in multiplayer (can be replicated by getting killed while charging one)
* The Teams scoreboard on top is still misaligned in 16:9 resolutions (worse in 4:3 resolutions)
* The Bloodbath Scoreboard needs some improvement (a bind to show the full list of players)
* The ping in public lobbies not always showing.
* There is some lag, dips and microstutters after playing for awhile. I assume it must be something weird with the Kex Engine.
* Restore Cooperative View.
* Fix the Bloodbath announcer, where killing a player says something but doesn't but getting yourself killed makes the announcer say something.
* Restore announcer quotes at the start of the match. Ex : "Let the Bloodbath Begin!", "The festival of blood continues.", etc.
* Maybe more that I haven't thought about at the time of writing this.
Some suggestions
* I think colored player names would be beneficial to those who grew used to playing the multiplayer through NotBlood (As an accessibility option)
* Add in hitscan-only autoaim to make projectile weapons like the Napalm Launcher more-reliable to use.
* The refactored netcode could use some improvements regarding latency compensation.
* Just like in NotBlood (a toggle), have it so when you kill somebody in Bloodbath, you get a big text somewhere in the center that tells you who you killed.
* Extending player colors would be nice as well. This was experimented with in NotBlood before.
* Actual Dedicated Server support. This is doable as a "semi-dedicated" server but this limits up to 7 actual players due to the server host portraying as a dummy player. (Not guaranteed because of the 8 player limit, but if it's doable then that's cool!)
* Spectating in multiplayer. It's was somewhat implemented in NotBlood but relies on Co-op View and can be triggered when dead. (Name yourself spectator, kills you instantly on start with no respawning) I think having an actual spectator would be great to have, even if the dedicated server support doesn't happen. (But as always, not guaranteed)
* Transferring user maps on-load would certainly help alot with custom content on the multiplayer side since they are tiny files. However this falls on the "not guaranteed" side and I imagine this being PC-only due to concerns over the Map Format and if there are potential security concerns. (I imagine being limited to using stock textures but most of the usermaps I play don't need custom textures anyway)
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