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Bleach:Zanpakutou Senshi is a totally free Total Conversion of Half-Life 1. It´s based on the japanese hit Anime Bleach.

You will be able to play as Kurosaki Ichigo and Grimmjow Jaegerjaquez for the first release.

This game features:

  • Hack 'n' Slash
  • Dashing and dodging
  • Blocking and deflection
  • Kido attacks and bindings

This game is under development and will release 2019 or die trying.

This mod is not related to Studio Pierrot or its production.
© All Bleach related characters, locations and other copyrighted materials remain the property of their respective owners.

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FATHAP and RMI - Welcome to our new animator!

*Failing Again To Hire A Professional and Resource Management Improvisation.

Over the last 16 days we attempted to get in touch with a professional animator in our networks, including a game development network with more than 500 members. Unfortunately we did not find anyone who were interested in paid task and neither did we receive suggestions for animators outside the networks.

Since we want to maintain respect towards the content creators, copyright and ensure that BZSmod has the opportunity to provide the materials in the future, it leaves us with the option of hiring an Animator who will comply with those terms, hire an expensive company to complete the task, or attempt it ourselves.

The initial plans was to get started by the end of the next week, so it leaves very little time to wait for applications and handle them. Also the need for reliability is a concern when we are attempting to meet deadlines.
We chose not to go with this option at the moment, due to a bit of everything above.

Since we don't have the money to burn, a professional company who would have to give up their copyright and all those things, is not an option at the moment.
Fiveer could perhaps be an alternative solution, but then we are looking at the issues from the past paragraph and the addition of payment. My opinion on fivver is that many creators provides a rate that is very low due to competition or just to rank higher. As a professional software engineer, I know those rates are too cheap. And I personally don't want to risk that.

Which left us with a final option that we did prepare for.
Joshua will make an attempt at animating Grimmjow's block and parry animations.
My personal experience with animations, tells me that this will be a worthy challenge.

Congratulations Joshua, I wish you luck! :)

We will know within the month if Joshua has talent for 3d animating or not.
Meanwhile, if you read this and though to yourself, "Me! I can do that with ease and I want to." then write a mail to and tell us. We will also consider paid offers, so please be precise in your application.
We current have planned 14 animations that we hope to reduce to 12.


Joshua is close to completion with Ichigo's inner world, some of what remains to be done is some proper teleporters that will be more fitting for us.

Teleporter concept

As a result we will create 2 entities that can be added to a brush. A teleport entry and exit.
The entry takes the name of the exit as a parameter, and teleports the player when they touch the brush.
The exit selects a random position within the area of the brush to spawn the player. That way no one can camp the exit point.

Project plan

Ideally we set out to assume a third resource to handle animations, leaving the initial release date to be around the start of June. We also aimed towards this time, to allow for some extra time (6 months), in case of miscalculations to our estimates.

Our first gannt chart looked like this:

Bzsmod Ganntchart 1

And after Joshua was assigned to animations, it looks like this:

Bzsmod Ganttchart 2

With an estimated project completion mid July.
But that assumes that Joshua becomes on pair with Robin or Angel within the next month, so unless Joshua has a secret talent for animations, it is wise to assume that it will take some more time.

Those of you with keen eyesight, will probably notice that the second plan became a bit more messy. The reason for that is to avoid having me doing nothing due to dependencies on animations.
So some minor tasks will be taken care off while the animations gets done, and the animations will start with Grimmjow's block and parry animation instead of Ichigo's animations.

The extra time in the project might allow for an additional feature or two, if the code doesn't lack behind.

Project plan: The leftover

The scale for the plan we created is cut to the bone, in the sense that we want to make something we can release first, and then provide additional want-to-have second.
Those are things like:

  • Player lock system
  • Ichigo and Grimmjow secondary attack
  • Dash attack

We did battle a bit with grimmjow's cero beam, so we know these things will take time.
Ichigo's secondary attack is not decided yet, but it could be putting on a vasto lorde hollow mask and use cerobeam (for the sake of saving time and not comming up with a "stronger getsuga tenshou"). And to keep the balance, both character needs a secondary attack.

The player lock system will be decided when balancing, maybe it will become a need-to-have.

The dash attack is a bit tricky, but it could come down to essentially being a conditional melee attack, which uses a different animations and other properties. But Half-life bases those things on tracers - just like the crowbar attack is a gun with a very very limited fire range - so the execution probably need to be different.

Project plan: What is up next

Right now the new project plan is focused on the next 4 weeks and ignorantly assumes that Joshua will be a professional animator by then. (We believe in you Joshua, you can do this!)

Currently we hope to have the teleporters ready within a week, and that leaves Joshua with another week to get those in place and evaluate what works best.
If that goes to plan, it might be possible that Joshua has some content to show from his newest map Ichigo's Inner world.

The following 2 weeks will focus on Grimmjow's animations, meanwhile I will attempt to make a vaporizing effect to replace death animations, and fix the dash movement.

Follow us on our discord channel to get the latest news and help us procrastinate ;)

Update #26 One Last Stand

Update #26 One Last Stand

News 2 comments

We decided not to give up on the mod, which also can be seen from the medial uploads this month.

A review of progress in 2018

A review of progress in 2018

News 3 comments

Holding the flag high does not accomplish anything on its own. The outcome of 2018 holds some lessons to be learned and requires a new standard to break...

Update #25 Switching to Trello

Update #25 Switching to Trello

News 1 comment

Summarising recent changes in the project, our website and project management.

Update #24 Happy holidays and 2017

Update #24 Happy holidays and 2017

News 3 comments

A holiday greeting with the usual review of the year and what to come. 2017 will wrap this up.

RSS Files
Game design document (2016)

Game design document (2016)


A revisited and more specified game design document, which focuses on the immediate development and less on the vision. The document also reflects upon...

Old Design sheet

Old Design sheet

Other 10 comments

This is the old design sheet for BZS mod, originated from 2010. Latest version: 26 April 2012.

Comments  (0 - 10 of 668)

Out of all half life mods, this is the last thing i expected but you know what? I can now safely say half life has a mod for everything.

Reply Good karma Bad karma+2 votes
eliasr CreatorSubscriber

The really cool part about HL, is that it is like a game engine, but with a lot of pre-fabricated stuff. And it is fairly uncomplex when it comes to level editing.
However working from an FPS template, it ofcourse has it own set of cons and challenges that needs to be recoded. Another issue is the age of the engine.

For the code part I would say the biggest issue is to find a sense of order in that mess they made.

Reply Good karma+1 vote
eliasr CreatorSubscriber

New deadlines are in the work, an update can be expected soon.

Reply Good karma+1 vote
eliasr CreatorSubscriber

Back on track. I just moved to a new city and recently got the normal routine going again.

Currently working on the combo design for Ichigo.

Reply Good karma+4 votes

Hey man, im hyped for this mod and I am wondering if you're doing ok since we haven't heard from you for a while.

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eliasr CreatorSubscriber

We are alive, but to be honest it has been difficult to find surplus time for spare projects this year. The change in my environment (job, house, gas furnace -> heat pump renovation) has left me with less energy than I anticipated.

I am not satisfied with the effort that I have committed this year, and I have considered if we should aim towards releasing bzsmod as it is now with the worst bugs being fixed.
That is something I have yet to discuss with Angel and Joshua.

Instead of working on the combos for Ichigo, I will attempt to complete the blocking feature; I believe it to be a good place to start.

Reply Good karma+1 vote

I'm glad you're alive, your life comes first before this mod and I respect the fact you still work on the mod despite the lack of time to work on it.

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eliasr CreatorSubscriber

Blocking has been implemented on the test dummy so the damage reduction and kinematic force reduction can be tested.

Reply Good karma+1 vote

MMm love hearing some progress. I'm glad that you're still commenting and keeping us in the loop. Thanks so much. Good luck.

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eliasr CreatorSubscriber

:) It can be difficult to see what we are doing otherwise.

Reply Good karma+1 vote

Maybe I can sense your spiritual pressure rise when you're working on the mod.

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We just released our first tutorial and it went straight to the front page of moddb :)...

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The rotation issue we had with the collision boxes has been resolved and the first stage of confirming the...

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There haven't been a lot of work with the coding since February. Computer issues caused a needed expense of 1000$...

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Adding the new design document at moddb and writing a small article.

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