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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.



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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

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author=Strak
I'm glad you're enjoying it! I can understand why those things would be bothering you, however I've learned that I can't make a game that pleases everyone, so I've worked towards creating the best game I can that I at least know I would enjoy myself. I will agree with the animated battler portion, but I found that creating animated battlers for every monster in every region was too much of a challenge for me to take on myself, so I resorted to animated humans only.

The combat should ramp up, although if you're over leveled you may not experience much challenge. There are points where the difficulty can jump pretty dramatically if you're not prepared though. Fortunately, new game plus adjusts monster difficulty to your level, so if you're commited to multiple playthroughs you'll find more of a challenge later on.

As for lockpicks, that one is simple. In the same room as the assassin who offers them on missions is another assassin who offers a different type of mission. He's call the Alchemist. He also runs a shop where you can buy lockpicks and various combat items.

Hope this helps, and thanks for playing! If you're feeling generous and would like to offer a review later on, I would be incredibly appreciative. Good luck!


Oh, good. I need to pick up some additional lock picks. I keep finding chests that I can't unlock. I'll do that next time I play. Thanks! Great game so far, though :-)
I'm glad you're enjoying it! I can understand why those things would be bothering you, however I've learned that I can't make a game that pleases everyone, so I've worked towards creating the best game I can that I at least know I would enjoy myself. I will agree with the animated battler portion, but I found that creating animated battlers for every monster in every region was too much of a challenge for me to take on myself, so I resorted to animated humans only.

The combat should ramp up, although if you're over leveled you may not experience much challenge. There are points where the difficulty can jump pretty dramatically if you're not prepared though. Fortunately, new game plus adjusts monster difficulty to your level, so if you're commited to multiple playthroughs you'll find more of a challenge later on.

As for lockpicks, that one is simple. In the same room as the assassin who offers them on missions is another assassin who offers a different type of mission. He's call the Alchemist. He also runs a shop where you can buy lockpicks and various combat items.

Hope this helps, and thanks for playing! If you're feeling generous and would like to offer a review later on, I would be incredibly appreciative. Good luck!
Played a bit more today. Overall, I'm really enjoying the story. Your game and dialogue are well written, and I loved the lore behind the different gods, etc.

Just a couple of things that throw me off, but these are just personal preferences... it mostly comes down to combat:

I'm not a fan of the different battle sprites. When you're traveling and get a random encounter, you fight static SV art battlers, but during the prison tower, you were fighting guards that were actual sprites. Just from a consistency standpoint... I thought this was a bit weird.

Also, your encounters don't have battle music. I love your choice of music while exploring, but then a battle starts, and it's the same soft, peaceful exploration music. Doesn't really stand out or feel like an intense battle. You should get some battle music to make fights more exciting :-)

Also... I don't want Dark Souls, but so far combat has been really easy. I'm hoping it gets a bit more challenging. I barely use my abilities because my characters do decent damage from a normal attack... sometimes killing an enemy in one hit.

Question... really want to try lock picking more, but I was only given a few during training, and I can't find where to get more. Is there a vendor I can purchase them from? I know the one assassin said he'd give me some for a mission, but he doesn't have any missions right now. Curious if I can purchase them. Keep finding locked chests but have no lock picks. :-(

That's it, though. Overall, I think it's great. Love the artwork/tilesets, the mapping is beautiful, and the music is really good. I'm most impressed with the dialogue. It's well written, and the story is interesting. Looking forward to playing more! :-)
Ah, I think I can see the problem.

Have you completed the mission "The Academy" yet? Grey's cutscenes will become available after that mission. It's a part of the mission "Divine Preparation."
Okay I found cutscenes with every character except Grey. I looked at the Inn and Village both during day and night but still cannot see a cutscene involving him. I already have two cutscenes from the Pub and one from the House. I basically have only three left and all of them are between Grey and another character.
i only hate that a spell should not change cost should stay the same cause one spell cost 100 mp and when it is level 2 it is now 200 mp only thing i hate other than that good game
Sorry to hide the post, just want to make sure that certain things are not spoiled if at all possible, such as characters that may join your party later in the game.

Spoilers
That said, there are cutscenes between all of the characters around Cyana. Three of them take place in the Inn, two of them in the Pub, one in the house, and the rest around the village. The only exception is Matthew and Grey. Their character building cutscene takes place during the mission "The Test," in the basement of Fort Diamo, where you'll find Matthew exercising. The cutscene is only available during that mission.
Sorry, the last time i played this, general dawn in the cave had an unlimited amount of health (probably from a battle script problem). I probably wont pick this up again ever until someone played one playthru of the entire game to ensure that there arent any more major bugs like that. The balance is still kinda out of whack but I can forgive that if all the major bugs are fixed.
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Switching party members can be done in the Sanctuary using the list near the entrance, the same one that is used to change your player name. Members left behind will remain at the Sanctuary (and depending on who you leave behind, there may be additional interactions between those characters somewhere in Cyana, if you care to find them).

As for the alchemy pages, I will detail there locations below. Spoilers.

The first page is located in Castle Amethyne, in the corner of the kitchen on a table.

The second page can be found on a round table in in the Library of Gareth's Castle.

The third page is found in a house in Silvein.

The fourth page is a reward for an optional side mission after the mission "Break of Dawn."


Hope this helps!
Okay, I have two questions. I can't seem to find the 3rd alchemy page. And how do I switch party members now that I have six?
Okay that did the trick. I managed to get out of the Tower of Lux. And I figured out that the button I had to press to escape battles was "Q" and not "L". Anyway, thanks a lot for the fix. Now I can continue the game normally. I'll report again if I happen to find any other bug.
Okay, fingers crossed it worked this time. I've updated the game one last time. Version 5.2 includes the regular fix to the game-breaking bug, as well as an additional fix for anyone who got stuck due to the bug with an autosave. If you get stuck in the Tower of Lux during the mission "Last Wish," simply flip the switch on the wall and you should be able to navigate your way out from there. If for whatever reason this fix does NOT work, please PM me right away and I will attempt to find another solution.

I've also adjusted the encounter rates in the Towers. They should be a little more bearable now.
Unfortunately, you will need to load a previous save to fix the issue. The issue should not occur any more in 5.1, however any saves that occured after the bug will be unplayable. I'm sorry for any inconvenience.

EDIT: I'm working on an alternate fix. There may have been an issue with the upload of 5.1. As far as I can tell the bug is fixed, but I will be re-uploading the files to make certain of that. The upload should be available within the next hour.
Are we talking about the Version 5.1 here? Because I am playing the latest version. Since the game autosaves, I didn't bother much with constant saving and my last manual save was before killing Gareth. How is the issue going to be fixed btw? Will my character appear on the top of the tower as he should or will the waterfalls blocking the passages be deactivated when I launch the recent version with my current savefile? Because right now, my character is stuck in a room with two waterfalls blocking both exits and the switch in the middle is useless.
Hi blackassassin7, I'm sorry you're experiencing that. I actually discovered the same bug myself just yesterday and made a post to rectify the problem. The game files have been updated with the bugs fixed. If you re-download the game and move your save files from the old game folder into the new one, you shouldn't experience that problem any more. The encounter rates haven't been fixed yet, although I appreciate the feedback and will consider reducing them. As for the escape function, it's possible that it's an issue with how you have the controls set up. There is a read-me file in the root folder that goes further into depth about how the controls are set up. If the controls are not the issue, it may be a matter of timing. The escape feature only functions when battle is not paused. Battle will pause at different times based on your settings from the System menu option, but essentially you can only escape battles when there are no player wait gauges filled. Holding the button to escape combat and then canceling the active players turn should fix the problem.

Thanks for playing!
Hello. There's a game-breaking bug in the sidequest "Last Wish". After I'm done scattering the ashes, I get teleported to a locked area and cannot get out. Also, pressing "L" during a fight does not do anything. I cannot escape from battles and the encounter rate at the towers is too high.
I'm terribly sorry for the confusion! There is a read-me document in the game folder that helps describe the controls based on the RMVX defaults, if you feel that could help you. There is also a section in the in-game guide, accessed by the menu, that describes controls more thoroughly. Thanks for playing!