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"What if you knew you were going to die?
If you knew that thousands would die in your wake?
What if you could stop it from happening?
What would you do?
What wouldn't you do?"

Bloodstained Hands is a 20 hours plus (approximately) RPG following the story of Rain, a young man forced into living his life cloaked in blood and shadows. As he fights to overcome the oppression of a tyrannical Emperor, he will come to realize that evil is not so black-and-white as it may seem, and none can say who the true villains are.

  • A beautiful world artistically crafted using Parallax Mapping techniques
  • A breathtaking soundtrack from Fesliyan Studios (https://www.fesliyanstudios.com/)
  • An immersive story with a fresh take on your typical RPG clich├ęs
  • An ATB battle system with various customizations
  • An intense, dynamic Overdrive system
  • A New Game Plus mode - play through the game with all your party members and skills intact!
  • No RTP. Just extract and play!
  • Various types of crafting
  • Optional mini-games in certain towns and pubs
  • A host of side quests to keep you entertained
  • Repeatable missions for endless adventures

Download Instructions
If you are downloading this game for the first time, just extract and play! No further instructions required. There is a read-me file in the root folder that explains controls and how to modify them.

If you are updating the game from a previous version, simply move your save files from the root folder of the old game into the new one. To ensure the game updates properly, activate the list at the entrance to the Sanctuary at any time after completing the training sequence at the start of the game, then unequip and re-equip your characters.

Thanks to orochii for the game page CSS. Support orochii here.

Latest Blog

Bloodstained Hands v5.9.8!

This update has been ready for a while now, but I just never got around to releasing it. Regardless, here it is! Bloodstained Hands v5.9.8!

What's new?
- Added a new encounter mode, and ability to switch between modes
- Added two new Overdrive skills
- Intimidate now affects enemies with queued actions
- Updated some of the more challenging puzzles
- Modified the secret final boss

Here's a full breakdown of the update list, with the reasons behind each update. Spoilers ahead.

So, first and foremost, the encounter mode. A lot of the feedback I've gotten relates to the random encounters, which is a pretty dated system that doesn't hold up as well in the present day, but does have some nostalgic charm. It seems as though avoidable touch encounters are a preferred method for turn based battle systems, and I agree. So, to that end, I've implemented touch encounters similar to a style seen in Villnoire. However, since I personally like the random encounter system, and I'm sure there are lots of other players that do too, I've kept both styles, and added an option in the System menu to toggle which encounter type you currently have active. Now you get to choose! Bait has also been modified to work with either encounter type, and certain dungeons that don't support touch encounters will still have random encounters.

Next, the two new Overdrives. Major spoilers here. So once you get the two ultimate staves, you get access to the skills Fiend and Celestial. While these skills are certainly powerful and useful, they lose their significance once they've been triggered once. They're basically just a stat buff. What happens when you get another Overdrive ready, but you've already used those skills? You're left with the default character signature Overdrives. Well, not anymore. Now, if a character has either Fiend or Celestial already active, their next Overdrive will unlock Abyssus or Aether, respectively. This is a massive Dark or Light spell that targets all enemies and hits three times, all at no MP cost! Definitely powerful, but takes some preparation to truly pull off!

On to the next update, Intimidate. This skill was pretty useless unless your wait mode was set to Full, since it wouldn't affect enemies with queued actions. Now, it does. It will always drain enemy wait gauges if they're not completely full, but now it will also have a chance to cancel a queued enemy action as well. This could be pretty overpowered, but certain enemies will have a better chance at resisting this skill, although no enemy is completely immune.

And finally, the secret final boss! I've made some adjustments to this boss that make it more than just a simple damage sponge. It still has the same hooks it had before, but it also has a new conversion skill that swaps immunities and resistances to Light and Dark magic - for the player. In other words, while this skill is active, healing magic will damage you, but if you're hit with a Light or Dark spell from the boss, you'll be healed. You can cancel this status at any time, but... well, there is an incentive to keep it active on at least one of your party members. I won't say more than that.

Anyway, that's it for this update! I won't be adding any more content to this game, it's officially done now. I will update it if anyone finds a bug or glitch that needs to be fixed, but this is the final update for Bloodstained Hands. I've had this ready for a while now, but I didn't want to release it until I was sure that I was done with the game and that everything worked smoothly. Thank you to everyone who played this game and gave feedback, you've really helped me to become a better developer!


Wow, great to hear from you again! I was getting worried, it looked like you just vanished for a while. Glad to see you're still around! And I'm really glad to hear that this game was an inspiration to you, that's more than I could have hoped for. Let me know when you put up a game page and I'll definitely subscribe!

Also, yes, old saves are still compatible. There may be one or two bugs initially, but certainly nothing game breaking, and after exploring the new mechanics everything should work as normal. Looking forward to your review!
Thank you for your patience; I just submitted a review!

It's way more difficult to get the right kinds of screenshots VS playing the parts of the game I need to get to to grab screenshots. XD I almost got pulled into playing into the Amethyne arc, hahaha!
Awesome! Can't wait to see it! Thanks AnneLaurant!
Woops I forgot to post this! It's about my personal stats for the game. I haven't actually defeated the final optional boss because I can't put enough attention to do it. XD

Anyway, this post contains total MAJOR spoilers. (For other players: don't open if you haven't finished the game yet!)

I first finished the game with my active party at average Level 50-ish; the one where I finished all the hidden/optional bosses I could find in the first playthrough was at Level 55/56.

My winning active party consists of: Rain/Fang, Grey, Matthew, and Shadow.

In order, my favorite sidequests are:

Exports - Love that around the world trip I made, and I also adore your brilliant usage of the NPCs who just seemed they were just complaining about their day-to-day lives.

The Academy - The focus on Grey was an amazing change of perspective. Also, it was my chance to level up Grey's spells without the other guys in the way.

Treasure Hunt - For the unbreakable lockpick. I love the lockpick mechanics; I just hated breaking my lockpicks and having to buy them all the time! I carry like 20-30 lockpicks everytime I go out of the Sanctuary. XD The Alchemist might have paid me lots for doing missions for him, but I also paid him lots for the lockpicks.

Boss fights:

The boss fights against the generals and Kain annoyed me (in a good way) when I discovered they would heal themselves. Well, of course, why didn't I think of that? XD

Kouryuu was the hardest boss fight for me. I had to level grind in Abyssus to do this fight without having everyone die on my every 2-3 rounds of Kouryuu's attacks.

My favorite boss fight is Crevasse. I probably just didn't level up enough for her, but she was tough in a good way.
Nice! Great job, it looks like you put in a lot of work! I'm thinking of reworking the last optional boss, reducing the overall HP, but adding some unique hooks that really cause you to rethink combat for that fight. I'll let you know if that comes out in an update. Even I struggle with finishing that fight on time, so I really shouldn't expect too many others to have mastered it.

Awesome work, I'm glad you enjoyed the game. And thanks again for the review!