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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

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!