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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.

Features
  • 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 v5.9.7 launch!

That's right, I've got one more update for you. What's new? Here's a brief list.

- Spells have lower usage requirements to level up
- Spells that inflict or restore status ailments now have 100% accuracy
- Spells that inflict or restore status ailments now have an increased charge time, which gets faster at higher levels
- Cauterize restores more HP
- Venom and Miasma deal more damage
- Shroud, Horrify, Sleep, Insanity, and Disorientation will last slightly longer
- Minor bug fixes and typo fixes

So, over the last several months, a streamer by the username of KingKobora has been doing a let's play of this game. This has given me the opportunity to see how other players respond to certain mechanics of the game, and has given me some insight regarding certain mechanics. The main point of feedback that I've gotten from several players, as well as from this stream, is the fact that Shroud has a hit rate.

Let me explain the thought process behind this first.

So when I first started making the magic leveling system for this game, I needed to come up with some way of leveling up spells that don't damage or restore HP. Basically, if a spell inflicts or restores a status ailment, but doesn't have a variable that I can increase with each successive level, then the spells would arguably become WORSE at higher levels, as they would simply cost more MP to do the same effect. My solution? Hit rates.

Initially, spells such as Shroud, Sleep, or Cure would start with a 50% hit rate, which would increase by 5% per level. At max level, they'd have near perfect accuracy, giving incentive to level them up. While this worked from a technical standpoint, the main feedback I've gotten is that this.

Sucked.

It essentially made some of the most useful spells in the game too unreliable to make them worth using. But I also couldn't simply have these spells be as strong as they are right at level 1. So I've been working on other solutions for a while, and I finally hit on something that seems to work. Charge rates.

Every spell takes a little extra time to fire off. Most spells have a charge rate of around 500% - 600%, which means you can charge a spell five to six times faster than it would take to fill your wait gauge. But, with this solution, status inflicting spells will start with a charge rate of only around 100%, but will increase by about 10% - 20% per level. At max level, they'll fire off very quickly, but at low levels they'll require quite a bit more time. The tradeoff is, now they all have perfect accuracy. If you're willing to take the time to charge the spell, it will be completely reliable. When inflicting a status ailment on an enemy, their resistances will still come into play, but you won't ever have to worry about the spells missing.

With this mechanic, Shroud becomes incredibly useful, as does the late game party member addition who focuses almost exclusively on status inflicting spells. Keep in mind, however, that enemies will also benefit from this. If an enemy casts a Sleep spell, it will definitely hit, but will take longer to charge. Fortunately, your party members do have natural resistances to these status ailments, so it balances out.

But that's not all that's new! I've also increased the duration of status ailments that last a set number of turns per enemy on the field. These include Shroud, Sleep, Insanity, Horrified, and Disoriented. They will all last one extra turn per enemy.

I also increased the spirit force of Cauterize, Venom, and Miasma to 100%, as opposed to the prior 50%. Basically this means the spells will deal more damage or restore more HP. Not by an enormous amount, mind you, but it does make a nice difference.

And finally, after several playthroughs, I realized that spells are taking way too long to level up. I can't tell you how many hours I've spent at a training dummy while watching anime or something to pass the time. I don't know how many times I've tried reducing the grind on leveling spells, but I think I've finally found a nice balance. With this update, each spell will take 100 less uses to reach max level from level 1, and some spells that don't get used very often will have even more uses taken away. Cure and Life especially have had their usage requirements reduced by more than half.

With all these updates, grinding has been noticeably reduced, spells are far more reliable, and the overall frustrations that most players experience should be severely mitigated. I hope you all enjoy this update, and happy playing!

Posts

It's a shame though that toxin can't be used to damaged enemy like before, it's my Trump card against the side boss, Kouryuu
Oh, interesting. In what way? I guess that damage used to ignore defense, didn't it? Was there another feature from it that I wasn't aware of? I just found that most of the toxins weren't very useful, and anything that cost money to cause damage created a problem with item hoarding.

For Kouryuu, I always focused on using Leech as much as possible until he starts using Synthesize, but that requires you to have your Necromancer trained fairly well. And using level X spells to ignore defense. Didn't realize I'd mitigate some strategies with that update.
Started playing this game. Just had to say, so far, visually gorgeous... Great job putting it all together. I love the effect how the word pops up that tells you where you are, like "House", "Game Shop", etc. I'll be giving you updates as I play.
Thanks so much! Look forward to hearing about your progress. There's a YouTuber that's doing a play of the game now and is releasing episodes fairly regularly, so if you're struggling at any point feel free to check out his channel, he's following the game guide and demonstrates well how to solve the puzzles and find hidden content. I've linked to his channel in the "media" section on this game page.

Also I noticed you've been very active with your own game, I do plan on trying it out again with the new updates, just gotta finish a few other things first!
author=Strak
Thanks so much! Look forward to hearing about your progress. There's a YouTuber that's doing a play of the game now and is releasing episodes fairly regularly, so if you're struggling at any point feel free to check out his channel, he's following the game guide and demonstrates well how to solve the puzzles and find hidden content. I've linked to his channel in the "media" section on this game page.

Also I noticed you've been very active with your own game, I do plan on trying it out again with the new updates, just gotta finish a few other things first!


Hey no problem at all. I will check out his channel for sure because that would be super exciting, watching play through videos of my own game.

Back to your game...I just got past the assassin training, the combat seems like it will be very fun. The music is extremely nice too, which really helps me immerse myself into the game.

But the biggest aspect about that game that got me REALLY excited, was the lock-picking system you have going on. AMAZING!! I can't wait to explore places and try to lock pick to find nice treasures. I love little things like that.

I will keep you posted as I play through it.
help pls. I'm playing for a 2nd time but my arthritis doesnt let me finish the mission at the academy .(41 hours in the game). Can only cross 1st and 2nd set of butterflies. Can you Help me?.I don't know how to send you the file. I just save the students an must cross the colums with the butterflies. my level is 38

thanks a lot
If you keep trying, eventually an alternate path will appear on the left side past the second set of butterflies. I think you need 6 failed attempts in the last set for it to appear.
SORRY. If my memory doesn't play tricks on me, when I played the first time the alternate path appeared on the right AFTER the set with the red butterfly. That's the reason for asking for a save file after that point.
Tanks.
fifacv@hotmail.com
The set with the red butterfly is the last set. It wouldn't make sense for the alternate path the appear after it. I'm certain the alternate path appears if you simply fail the last set 6 times. As for asking for a save file, that isn't really something I would do for anyone, regardless of their circumstances, but even if I did, I would need to have their save file in order to do it. Try the solution I've already given you first, and if you're still having trouble, then I may consider adding an update that reduces the number of failed attempts, or maybe provides an alternate path for each set, instead of just the last one. That's all I'd be willing to do at this point. Regardless, thanks for playing, and I hope you get past the puzzle.
Hi, I just started playing the game! It's interesting so far but I had a question.
How exactly am I supposed to escape from battles?? I looked at the guide in game and it says to hold down L during the battle when no actions are being performed.
I tried holding the L key and literally nothing happens... I don't know if I'm doing something wrong? Can someone help?
I have had to fight every random monster encounter I came across so far.. Yes it's good XP to battle but it starts to get annoying after a while... Plz help!!
Hey, thanks for playing! Unfortunately, controls in RMVX are a ridiculous nightmare to deal with. There is a read be file in the root folder of the game that explains controls better, as well as a section in the Guide, which is accessed from the menu.

However, assuming you haven't changed any controls for any previous games made with RMVX, you should be able to escape from battle by holding the Q key. Or possibly A. It's one of those two, can't remember off the top of my head right now.

Thanks for playing!
author=Strak
Hey, thanks for playing! Unfortunately, controls in RMVX are a ridiculous nightmare to deal with. There is a read be file in the root folder of the game that explains controls better, as well as a section in the Guide, which is accessed from the menu.

However, assuming you haven't changed any controls for any previous games made with RMVX, you should be able to escape from battle by holding the Q key. Or possibly A. It's one of those two, can't remember off the top of my head right now.

Thanks for playing!

Hello! I got the escape key. It's the Q key to escape from battles. One point I want to note(it's just mildly annoying tbh) is that the escape bar fills extremely slowly especially when there's 3 or more enemies(sometimes even with 2 enemies) and this causes the party to take lots of damage during that wait time.. IDK Maybe it's meant to be like that or I'm just low-leveled to endure the hits(I'm currently in the desert area around Astrid's Castle rn), but just wanted to point this out...

Also, I have one question. How do you start on the tasks that some random village people talk about? There are many people in different towns that make a comment that they require something and these items are highlighted in RED.. I'm sure all these tasks are somehow connected and will be completed one by one as I travel to different towns. I also recall the first request(not 100% sure) was in Emeralda where one person asks for something SHINY. I had no idea what to get for this task & so I never started it...
Could you please help with this? I was thinking I would backtrack and try to complete this before moving too far ahead. I think I already am very far ahead n now most likely have to go back to every possible town before the Desert Area :/
Thanks in Advance!

Also another question in spoiler:
Is there any specific quest for that Monster Fish boss in the whirlpool near the 5 Islands? I accidently started a battle with it while I was sailing there and my party got their butts whooped. Do you reccomend a specific level the characters need to be to attempt this boss or do I need to do something else first or can I ignore it for the time being?
Hey, thanks for the questions. For the escape meter, it may be affected by your wait mode. If you have full wait on, escaping battles isn't very feasible, and you'll take a lot of hits. More active wait modes are much more effective for escapes.

As for the villagers with red text, that's actually for an optional side mission that becomes available later in the game. It's a good idea to take note of those villagers, but you won't get the first item in the cycle until much later.

And as for that boss, that's actually an optional super boss. You can face it at any time or ignore it completely. It gives good experience and some rare and valuable drops, but is otherwise completely optional.

Thanks for playing! Hope this helps.
Ok so I completed all the side quests(acc to the ones mentioned in the Side Mission Tab) and I'm about to start the mission for acquiring the weapons.

I also finished some optional bosses. Want to make sure I got all the bosses before I start the weapons mission. I checked the bosses from the Story Mission Guide but just in case can you let me know if I missed any boss from the list?
I have defeated these so far...Added under spoiler tags

Black Knight
The Fish monster in the 5 Islands
The worm thing in the Veins
The creepy dark monster in the Mines
The dragonballs(hehe) in Mount Fulmen


I think I may still be missing some optional boss. Maybe there's something in Diamo or the Nothern snowy region? I feel like there's not much that happened in that area simce I was there last maybe?
Thanks in advance!

P.S: Don't ask how I got to this point so quick, apparantly I have wayyy too much time on my hands than I'd like to admit...
Wow, I'm impressed you were able to take on those bosses without the ultimate weapons! That's impressive! Even I have difficulty with them without a good loadout.

I think you got them all! There is one more secret final boss, but it doesn't become available until you reach level 99, so it's more of a second playthrough (or third or fourth) boss. Nice work!

There actually is a reason behind why the bosses are where they are. I'll explain below.
So basically, I wanted to create a boss for each region and dungeon, even if there wasn't a boss included in the story. To that end, if a region already has a boss, they didn't get a super boss. In the Belua Prison, you've got the Black Knight, in Emerdala there's Atlach Nacha, Mount Fulmen had Kouryuu, the Towers had Tarasque and Bahamut, Glacio's Throat had the Leviathan, the Mines have Crevasse, and the Veins have Lindwurm.


Anyway, that's why some regions have optional bosses and others don't!
author=Strak
Wow, I'm impressed you were able to take on those bosses without the ultimate weapons! That's impressive! Even I have difficulty with them without a good loadout.

I think you got them all! There is one more secret final boss, but it doesn't become available until you reach level 99, so it's more of a second playthrough (or third or fourth) boss. Nice work!

There actually is a reason behind why the bosses are where they are. I'll explain below.
So basically, I wanted to create a boss for each region and dungeon, even if there wasn't a boss included in the story. To that end, if a region already has a boss, they didn't get a super boss. In the Belua Prison, you've got the Black Knight, in Emerdala there's Atlach Nacha, Mount Fulmen had Kouryuu, the Towers had Tarasque and Bahamut, Glacio's Throat had the Leviathan, the Mines have Crevasse, and the Veins have Lindwurm.


Anyway, that's why some regions have optional bosses and others don't!

I guess I was sleep deprived when I wrote my previous post coz I only encountered these but did not defeat all of them.(Don't know why I typed defeated SMH) The only ones I managed to defeat was the Fish and the orbs on Mt Fulmen(I tried the dragon but he was extremely strong so I left him for now).
I also tried the Black Knight 2-3 times but he was quite strong but I think I can defeat him if I upgrade my weapons.
I guess I'll have to start the weapons for now n then get the remaining bosses...
Also out of curiosity, where is that lvl 99 secret boss? Is it only available in NG+ coz I have the regular version only.. I'm only asking so that I can avoid it because I'm nowhere near the required level n don't want to unintentionally trigger the fight lol..

Thanks for the info!
Ah gotcha, that makes sense. Don't worry, the last hidden boss can't be triggered accidentally, and only on new game plus. It appears in a hidden map that's only accessible from the overworld at that level.
This post has been hidden by the game developer. Click here to show the post anyway.
I hid the post because, first, spoilers, and second, that's a really long post for a comment section. You could have put some of that into hide tags for consideration of others reading these comments.

As for the content, I'm sorry if you didn't enjoy the game, but this game isn't meant to be like other fantasy RPGs. If you were expecting another Final Fantasy, there are plenty of other games like that. This game is meant to be a challenge, and deliberately breaks the norms of most classic RPGs. If it's not your cup of tea, great, there are games I can recommend that you might like better. I would, however, appreciate it if you would differentiate between a game being "bad" and simply being one you didn't like.

That said, I always appreciate it when someone plays my game, so thank you for giving it a try. I hope you find something more to your taste around RMN.
Hi, Strak!

I'm so sorry I haven't spoken in so long. Truth is that I've had difficulty with the last optional boss due to my short attention span and I've been procrastinating with getting non-spoiler screenshots (boo hoo all of my saves are in the later parts of the game), but I want to assure you I've had my review saved in my files for so so long!! XD Also, I totally waited for the Misao nominations and voted it, and wow congrats!!!

Anyway, the other reason I've been busy is that I started work on an original series and a game. Yipee! BSH did influence me to start on it, especially with how long you mentioned you worked on it. I'm looking to release a formal demo before the end of this year. (The informal one was distributed to trusted friends.)

Enough of me. If the game's been updated since I last popped in here, then I'll be glad to pick up the latest version, grab some screenshots from it, and submit that review. You deserve that additional review. I have no idea why there's only one until now. So sorry I dropped off the earth for a bit, but I'm still here! And congrats on the newer release(s)!

Oh and are the old saves compatible with this latest release? I think the version I have is 5.9. Even so, I don't know, the game wasn't that hard to master compared to how your blog update made it sound like. Or at least for me. I enjoyed the grind. XD

Anyway, thanks man! (I sound so hyper. I'm just excited for this new version release!)