The Duskbloods Character Customization: What Is Confirmed
How Bloodsworn customization worked in the Network Test, what Miyazaki has confirmed for the full game, and which details remain open.
Start with a Bloodsworn, not a blank avatar
The Duskbloods is not built around a completely empty player character. The Network Test let players choose from six Bloodsworn, each with a distinct weapon, skill set, passive powers, and Sigil options. That gave the test a clear set of playstyles without pretending it represented the entire launch roster.
The retail version is expected to have more than ten character bases. Miyazaki’s post-test interview is especially useful here: a character’s weapon is planned to remain fixed, while Bloodsworn skills and the special powers called Authorities can be chosen from multiple options.
What can be customized?
| Area | Retail plan described so far |
|---|---|
| Base character | More than ten are planned. |
| Weapon | Fixed to the chosen character. |
| Bloodsworn skills | Multiple options are planned. |
| Authorities | Multiple special-power options are planned. |
| Appearance | Masks, tattoos, and other visual distinctions are planned. |
| Sigils | Can add roleplay-style objectives and may raise the chance of certain events. |
This is a stronger and more interesting answer than “there will be character creation.” You are shaping a recognisable Bloodsworn rather than designing an unrelated hero from scratch.
What the Network Test taught players
In the test, a Bloodsworn had close- and long-range attacks, character-specific Bloodsworn skills, two passive Authorities, and an optional Sigil. Levelling during a match could unlock a second skill. The structure made it clear that build choices are not only about damage: mobility, support, a vassal, personal goals, and the phase you are entering all affect how a character feels.
The test version was deliberately narrower than the planned retail game. It should be used as evidence for the game’s direction, not as a final list of every option or every balance value.
Blood history, fate, and story
Miyazaki also describes customization as a way to express a character’s fate and relationships, not only their combat performance. Collecting and choosing those elements is intended to carry fragments of story. That is a promising idea, but the exact menus, unlock conditions, and full relationship system have not yet been published.
What is still unknown
- The final launch roster and every weapon
- The full pool of skills and Authorities per character
- The exact cost or unlock path for visual items
- Which Network Test settings will be changed before release
Sources
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