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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 clichés
  • 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!

Posts

Hello all! Just want to announce that the game has been updated as of September 15, 2021.

After getting some feedback, I adjusted the difficulty of certain bosses and altered certain parts of the game that were either too challenging or not challenging enough. But I didn't stop there! That's not enough for an update in my opinion. Regardless, you should find certain parts of the game to be less of a grind.

But on to the big stuff. This update includes two new features that I'm pretty happy with, and did a playthrough of the game, start to finish to test them out as thoroughly as I could before releasing it to you all. Didn't want to release a bug-riddled update. That would suck. So, what are the new features? Let me tell you.

First, and kind of a last minute change that I made literally today, and decided to throw together with eventing, is the introduction of Scal, a simple dice game found in any Pub in Ilythea! Scal can be played as long as you have at least two players in your party, and you can make small wagers. You'll play against a random member of your party, and they'll make comments based on how well or how poorly they're doing. The rules are similar to the dice game "Pig," but have been modified to suit this game. Also I really didn't want to name this minigame "Pig." I mean, come on. What kind of name is that? No offense to you if your name is Pig.

But, that's not all that's changed. Not even close. May I present to you... Overdrive!

After nearly a week straight (had time, off work sick) of consistent hours in front of a script database writing in a programming language that I don't understand and have never actually taken any sort of courses on, I managed to do a number of things. I found an old copy of KGC's Overdrive system for VX that WASN'T a broken link, or in Italian, Spanish, or Japanese. I re-worked the script as best I could to make it compatible for this game. I studied and duplicated the CTB scripts for enemy Overdrive gauges and the HP bar scripts for Ally Overdrive gauges, then created the graphics to represent them. I then brainstormed ideas for six new Overdrive skills that I could introduce - then figured, nah, that's not enough, and created twenty-nine Overdrive skills instead, one for each tier of weapon per class, plus two unique skills per character. I rigorously tested these skills and the functionality of the feature, de-bugged like crazy, and found ways of balancing combat much more thoroughly. For example, those ultimate abilities that you've seen if you're close to the end of the game? No spoilers. But they're Overdrive skills now. Can't spam them to kill anything that moves. Also, you know how enemies will sometimes use ridiculously overpowered skills repeatedly? Can't anymore. They're Overdrive skills. They'll still use them, but not as frequently. Same with medicines. Tired of enemies healing half their health just as you're about to kill them? Well, they might still do that, but not all the time, and it'll cost them.

What does all this actually mean? Basically, now you've got powerful skills that you can use, but only when you've either taken enough damage or enough actions. Same goes for enemies. And it's all compatible with old save files, at least as long as you refer to the download instructions on the main page. My hope is that this makes the combat in the game a) A lot less stale, especially for purely physical fighters, and b) A lot more balanced, and less grindful. Grindy? Full of grind. Grindful.

Anyway. If you feel like updating and giving it a try, by all means do so! And if you're new to the game, I hope you enjoy it. Please feel free to give feedback, and let me know if there's anything you'd like to see change or any major bugs that I'm unaware of. Peace!
Really looking good game by the way.
Wow thanks for direct support for joiplay that's really a new and superb rpgm emulator for Android. Hope more developer support it as well.
Hey, can someone help me out with something? I'm trying to create an Overdrive skill for a later update where a character throws a bomb, and I'm basing the mechanics of the skill on the same ones that allow for throwing toxins and shuriken. Problem is, my scripting doesn't make any sense, and now for some reason THOSE mechanics aren't working either. I can't figure out how I made it work in the first place. So I'm curious, when you throw a toxin or a shuriken, what do you see? Does the actual icon of the item fly through the air, or is it some weird glitched animation that makes no sense? If someone could test this for me and report back I would greatly appreciate it.

EDIT: Never mind, I figured it out. Apparently it glitches out only when a character throws a toxin or shuriken with no weapon equipped. Which, let's face it, almost never happens. Unless you're testing and debugging the game, and forgot to re-equip your characters. Lovely.
Okay, good to know. Still, since you aren't the first person to struggle against it, and I've already got an update in the works, I'll probably nerf the boss a little bit. I still want it to be a bit of a challenge, it is a boss after all, but it doesn't have to be THAT tough. Especially so early in the game. Thanks for the feedback, and I hope you enjoy the rest of the game!
author=Strak
Yikes, that is a little unbalanced. In testing I only lost to him maybe once out of every five tries, but I made the game so I know how best to utilize combat and what to expect. Out of curiosity, do you remember what level you were during that fight? And did you adjust any battle settings such as battle speed or wait modes?

No, I didn't change anything. I'm also generally pretty bad at games so I may be an outlier in difficulty statistics. Also probably hyperbolizing how many tries it took, probably more around 10 than 20 if I'm being honest. And I think I leveled up to level 7 or 8 at the end of the fight.
Yikes, that is a little unbalanced. In testing I only lost to him maybe once out of every five tries, but I made the game so I know how best to utilize combat and what to expect. Out of curiosity, do you remember what level you were during that fight? And did you adjust any battle settings such as battle speed or wait modes?
Thanks, i did manage to eventually get past it but it was mostly luck that it didn't one shot me three times that time. it took like 20 tries ^^;
Hi Miremira,

The Atlach Nacha is the first major boss battle of the game, and as such cannot be escaped. Boss battles are mandatory encounters, so escape is disabled. I'll admit, the boss is a fairly new addition to the game, so I haven't been able to test it very thoroughly. Seeing as there are several people struggling with it, I may reduce the difficulty in a later update assuming no one contradicts this feedback. I will refer you to the response I gave Toasty as well though, in that it would be best to focus on attacks, neglect healing, and use Fire spells as much as possible. I would also strongly recommend making sure your fire spell has been upgraded to at least Fire II. Hopefully this helps, and good luck!

EDIT; Also in regards to the health bar. As long as damage numbers appear, you are hurting it. Certain bosses such as this one and ones you may face later have their health hidden and you won't know how close you are to killing it. This only applies to high level unique bosses, but I will assure you that (aside from the training dummies in the Sanctuary) there are no invincible enemies in the game. Put simply, if it bleeds (takes damage), you can kill it.
Somehow I double posted. Ignore this.
EDIT: oh i see, escape must be disabled in the giant spider fight because I can get it to work in normal battles, just not this one.
Edit again because idk how tf to get past this spider since it just consistently kills me and it doesn't seem like i do any damage to it because the health bar never show up.
Hi Asora,

Spoilers
I'm not sure which part you are at, but I'll try to help you out. If you are at the first port town in Rubana, there will be a guard standing outside the lighthouse. He will explain about the letter of authorization. If you return at night (or simply sleep at the inn), the guard will be asleep and you can break into the lighthouse to steal the letter then.

If you are at the second town, in Topale, you will need to break into the lighthouse there as well, where you'll find a note that reveals that you'll need to search the town at night to find the guard carrying the second letter.

The key for both of these is to search at night. Hope this helps. Good luck!


EDIT: I'm currently working on a game guide that will help detail how to complete each mission, as well as reveal hidden treasures and cutscenes. It'll take a while to fully put together, but once it's done you can refer to the guide for most questions. In the mean time, please feel free to ask any questions you have about the game in the comments below. I'm happy to help.
hi im in vengence mission where i can find the letter to steel
Hey blackassassin7, no problem.

Spoilers
The Celestial Sword can be found at the top of the Tower of Bestia. The tower is located in the Caeli Forest, immediately beside Emerdala. You'll need the airship to reach the location.
I found the celestial/fiend weapons for the final fight except the Celestial Sword. I forgot its location. Where was it again?
No worries. Hide tags can be used by pressing the icon with the crossed out eye at the top of the text editor. And let me know if you have any more challenges with those dungeons, I have no perspective for how challenging they truly are since I'm the one who made them.
author=Strak
Hi toasty, once more I'll ask that you please put spoilers into hide tags so as not to reveal things to first time players who may be reading this page. That said I'm happy to help.

Spoilers
The Labyrinth refers to the material that Grey reads in the library in his first lessons. The "forces of creation" refer to the elements of Aether (earth, water, and air). You'll need to light those three totems.

There are a few more steps after, one which asks for the forces of destruction. Those are fire, lightning and ice, the elements of Abyssus. The next few should be pretty straightforward, and then there's a final puzzle that differs from the first few. It's a challenging one, but if you fail the last section multiple times you'll have another path revealed. Good luck!
sorry i dont know how to place spoilers i apologize about that and thanks for the quick reply
Hi toasty, once more I'll ask that you please put spoilers into hide tags so as not to reveal things to first time players who may be reading this page. That said I'm happy to help.

Spoilers
The Labyrinth refers to the material that Grey reads in the library in his first lessons. The "forces of creation" refer to the elements of Aether (earth, water, and air). You'll need to light those three totems.

There are a few more steps after, one which asks for the forces of destruction. Those are fire, lightning and ice, the elements of Abyssus. The next few should be pretty straightforward, and then there's a final puzzle that differs from the first few. It's a challenging one, but if you fail the last section multiple times you'll have another path revealed. Good luck!
This post has been hidden by the game developer. Click here to show the post anyway.
Hey, thanks for reaching out, I'm happy to help. Once again though, if you could hide potential spoilers in hide tags that would be greatly appreciated. I'm happy to help with that though.

Spoilers
The boss of Caeli forest does have a weakness to Fire, so if you haven't used Grey's fire spell enough to get it to level 2 yet, that would be a good place to start. Other than that, I've found through my own testing that grinding out attacks without focusing on healing at all with fire spells being your main focus should be able to take care of him pretty easily from level 7 and beyond, although one or two more levels shouldn't be too difficult to accumulate. You can also sell the herbs you get from monsters to get enough gold to rest at the inn in Emerdala if need be. If it helps, I'll also let you know that he has exactly 5000hp. Hopefully this helps. Good luck!