If soulslike is a thing, then I propose we also have blasphemouslike as a genre. This is the second game in my experience since Blasphemous that is a lot like it, with the prior one being Moonscars.
Interestingly, even on the code level, The Last Faith utilizes some of the same approaches to rendering. Although I got to re-use a bit of my Blasphemous 2 code and research, I still spent hours trying to adapt to the new game's quirks and figure out a way to get it to render without the vertical line artifacts, as seen with my original Blasphemous mod. The smoothness of the proper rendering is beautiful and there is absolutely no difference in where the pixels are placed compared to 16:9.
Beyond the rendering itself, the game lacks any resolution options, so I forced it to use the player's resolution. As with Blasphemous 2, I also corrected the UI and some specific issues, like the letterboxing not having enough width to span the screen. I could remove the bars altogether, but without having played through the game, you never know how helpful they are as a clue, and not having them in some games means not knowing that you can already move and fight.
After having fixed all the issues faced in my relatively brief testing, I'm releasing the mod. There were references to screen effects in the code, so I'm open to addressing those too if needed, though for that I will need the relevant save files!
November 21 update:
After a supporter informed me of the camera snapping when moving at 32:9, I found a relatively quick fix and implemented it, but that resulted in some areas being partially off the screen. I spent most of the next 20+ wake hours experimenting and trying to solve the problem.
The snapping came from the devs limiting the game camera to the edges of the levels so that the unrelated elements wouldn't be exposed, however, at 32:9, the view is so wide that it not only reaches the edges of some levels but also goes far beyond. This caused the camera to go crazy at times when trying to lock the player in. Even jumping in place would cause it to horizontally shift and then move back every time.
None of my seemingly smart calculations and ideas were good enough. Removing the related logic was not really an option either, as it not only exposed a lot horizontally but also moved the camera vertically, which is not exactly the devs' vision of what they want you to see from level to level.
In the end, the answer came from the forum posts of Unity developers experiencing similar issues and recommending a different function to tackle it. For that, in my v1.1, I had to completely disable one of the game devs' functions and replace it with a brand new one, which seems to have limited the snapping to entering locations (likely because it takes a second for the original functions to load and for my fix to target them). Hopefully that's the last of my struggles with the game!
"Unbound" build
I'm attaching a special build of the fix that will remove the useful edge-binding logic described above. It's not meant for the public and it's probably not how you want to experience the game for the first time. It's more of an outtake-type bonus for those who want to see what I experimented with and to try out the game with the camera always following the player while exposing way too much past the level edges.