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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

Alright, version 5.7 is launched. I'll give a brief run-down of what's available now, since I made quite a few updates with this one.

First, and the reason why I made this update, I've modified the Equip and Status screens. There are several hidden stats that affect combat that could only previously be seen in the shop screen when purchasing or selling a new weapon or armour. With this update, you'll be able to see stat changes to Hit Ratio, Evasion, and Critical Hit rate when equipping a new weapon or piece of armour. While I was doing this, I also ended up with some dead space in the equip screen, so I went a little further, and now the equip screen will also display any elements that character is resisting, both from status buffs and equipment, as well as any status ailments that are being nullified. Hopefully this will help you make fully educated decisions about which weapons and armour you want, and not just based on the four previously visible stats.

Second, I've made some adjustments to the difficulty based on feedback from various players. Usually if one person complains, I ignore it, but if I get multiple players giving feedback on the same subject, I consider it worth adjusting. So to that end, I've implemented a method of earning money during the mission "Bombs Away." Normally when you accept this mission and travel to the related city, you're stuck there until the mission is complete and have no way of earning extra gold. Now, if you enter the pub within that city, you'll find a nearby assassin who will offer you jobs in the area for the duration of that mission. After the mission he will return to the Sanctuary, and you can continue accepting missions from him or the other assassins at that point.

I also added torches along the walls of the Nox Catacombs that you can light to keep track of where you've been. Kind of hard to determine how difficult a maze can be to solve when I'm the one who made it. It's still a challenge, but now at least there's a way to track your progress.

And finally, I realized I had made a huge oversight by not explaining how Spell Tomes work. Tomes are expensive, but can teach you some of the best spells in the game, and I'd hate for players to miss out on these and struggle just because they don't understand how they work. Now, when you reach the first shop that sells Tomes in Amethyne, the shopkeep will offer to explain how they work.

I've fixed a few other smaller graphical errors and bugs, but that's about it. I appreciate the feedback, and please let me know if you encounter any bugs as a result of this update. Previous save files should be fully compatible, simply move the old save files into the newly downloaded game folder. Thanks for playing!



And, StrangerByNight, thanks for the compliment! I appreciate it.
I just finished the game. Definitely worth playing, better than many commercial RPGs.
Thank you Strak. I was a bit surprised when having completed the 'kill 2 lots of bandits' quest I was then told that I couldn't have my reward until I'd killed another one at the top of the mountain? At least give me half my reward and then the balance on completion? I have actually restarted the game and am playing more carefully and saving a lot more so that I don't run out of money so quickly. I'd rather let members of my party die and then heal up somewhere free asap. This means I don't need to buy as many stimulants. Whenever I have a win on on of the games I then save before attempting again and losing more money.
I'll think about it, but I don't want to make things too easy. Then again this is still only the third mission we're talking about, but I also am trying not to get into the habit of making changes or updates just because people ask. Can't please everyone, you know? However I do agree that it can be challenging to get through that area without some form of income or medicine supply. I'll be releasing an update tomorrow, so I may make some other minor adjustments before then.

EDIT: Ooh, I might be able to do a small event-based version of Blackjack at pubs. There's already a small dice game there, but I could possibly do something with higher wagers. Could be a fun way to make some extra money. I was actually thinking of doing that anyway. I'll see what I can do.

EDIT: Might be a little ambitious to make that entirely event-based. Not impossible, but not easily done in one day.
Thank you very much. Maybe somewhere to heal up at the top of the mountain would also help? Also it would be nice to have a few more save slots. I'm already thinking that I may need to restart this game so that I can make sure I have enough money to buy healing items. Not being able to earn money from the fights leaves few options. I guess other people have managed though?
That's a fair point, I hadn't really considered earning money prior to the completion of that mission. As soon as you complete that mission you can accept side missions at the Sanctuary which provide a decent form of income, but once you've entered that city you're stuck there until the mission is complete. There are beds you can rest in for free in the basement of the castle, but money is an issue at that point. I'll see if I can find a way to implement earning money in that city. I may be releasing an update soon with some adjustments to the equipment and status screens to display the three hidden stats that armour and weapons affect, which are hit, evasion, and critical rate, so with that update I'll see if I can introduce a way to balance the difficulty somewhat.

Oh, and new game plus is unlocked after the first playthrough, but it can be extraordinarily challenging if you haven't leveled your skills much or if you sold any of your equipment after getting top tier equipment on the previous playthrough, as most one-of-a-kind equipment does NOT carry over.

EDIT: I think I've worked out a solution, although it still does require some effort and is only available temporarily. In the castle of that town is a woman who claims to be an alchemist. What I'll do for the next update to make that mission more bearable is allow you to trade herbs for potions from her. Instead of selling the herbs for gold, you can just trade them up for a tier two medicine or remedy, and maybe elixirs too. You can get herbs by fighting enemies, so this gives you a way to easily get fairly powerful potions at this point in the game without needing tons of gold, and it gives a purpose for purple herbs in the early game. You can still rest for free in the basement of the castle as well. After this mission, you won't be able to trade with her any more, however you will be able to accept side missions in the Sanctuary for extra gold and items from that point on. Hopefully this will balance that area of the game while keeping the spirit of the game, as I really didn't want to create a game where you can just grind out monsters for ridiculous amounts of gold.

I'll release this with the next update, keep an eye out for version 5.7. I won't release it immediately, as there's a few more things I'm working through first, but it should be available sometime this weekend.
I'm new to this game and I've been enjoying it so far. I'm finding progression difficult without being able to obtain money to buy healing items. I've made it up to the top of the mountain but I have so little life in my characters and no means of healing them so I'm instantly wiped out. How do I play in the new game plus mode? Having made it to the top of the mountain it would have been nice to have had a tent to sleep in and restore my party ahead of the fight? I don't mind some difficulty but this is proving very difficult?
Hey, thanks for the feedback! Truthfully, I have no idea how difficult the game can truly be, since, well, I'm the one who made it. I know how to play it most effectively. So it's good to know when other players might be struggling at certain parts. Personally, one of my favorite features of this game is New Game plus, for the simple reason that you can fully utilize the spells and characters that you can get later on, but I'm glad you're enjoying the game!
Hey!

I just want to say, at several points I considered raising complaints with regards to the difficulty, but then I realized I just wasn't thinking enough/out of the box to go through the puzzles and enemies I wanted to complain about. XD Smart, very smart.

The only legitimate complaint I probably ever have is (spoilers for mid-game plot and party members)
the recommended levels for the missions. I was having difficulty doing the part with the Towers and defeating Gareth's forces. However, that's probably only because I'm probably playing the game improperly (read: not using the practice dummies to practice any of the characters' abilities and weapons, selling all the herbs, going into optional boss fights too eagerly, doing too many side quests because I always lack money in the game) until lately. XD


That aside, I'm really enjoying this game! A lot of the elements that were previously complicated just come together to make it for me. I'm even past the advertised 20 hours of gameplay! I don't know when I should leave a review - after I finish the main playthrough, or after I go through the New Game Plus. I'll let you know.
Hmm. That's an interesting hypothesis, and one that I'll look into, it's possible I'm overlooking something critical with these updates that I'll need to be more aware of in the future. With the exception of the Overdrive system, I don't think the game uses and variables or switches to mark game progression outside of the in-game variables and switches, which have their data stored in the save file itself, but there may be additional steps I'll need to take when updating the files in the Data folder to make sure the compatibility is good. Regardless, thanks for playing, and thanks for the feedback!
Thank you, creating a new folder and copying a savefile from the old folder helped.

Apparently, data about "private" variables (those who may by seen just by a developer during debugging, not by a player) or objects or any other "intrinsic" data that caused the bug are being stored in some data file which is not a part of a "clean" game without any playthrough history.

But this is just a hypothesis, I have only very little experience with developing games (onec, I tried RPG maker XP a little bit, but never had enough ideas, time or perseverance to create my own RPG).
Could be, although I'm not sure. What I usually recommend for updating the game is to download the new version, then move the save files from the old folder into the new one, rather than overwrite the files in the old folder. Let me check the download files once more, maybe there's a problem with the upload.

If anyone has encountered this bug and has been able to fix it, would you please comment below to let me know? I'm never sure if something is fixed unless I get feedback about it.
author=Strak
Hi StrangerByNight,

When you downloaded the new version, did you activate the list at the entrance to the sanctuary? The same one that allows you to change your name? That's also required to fully update the game. It should reset your party properly.


Yes, I did. It did not prompt the "game update" warning, just an option to change Rain's name.

I used the original savefile (manual, not automatic), just right before I
talked to Shadow in Gareth's castle library.


I overwrited the old game files with new ones, instead of creating a new folder. May this be the problem?
Hi StrangerByNight,

When you downloaded the new version, did you activate the list at the entrance to the sanctuary? The same one that allows you to change your name? That's also required to fully update the game. It should reset your party properly.


And asora1234
As for money, no it's not a bug. Monsters don't carry money. Ask around the sanctuary, you'll find the key ways of making money. Again, when it comes to game progression, I'm not typically inclined to answer every question if it can be found on your own, but I will answer requests about bug fixes.
I got a bug after
killing Gareth - Marisa took the party leader place instead of leaving the party, and Fang (Rain) left the party for good. Unfortunately, later this prevents me from proceeding
. Even downloading the latest version didn't help.
hi trie a new game but how i can get money since i cant get money in fight it that a bug and there to many fight in the zone is they a spray like in pokemon last observation in the dark zone before final boss the ennemy one shot me
I tried in laberinth every combination for some hours. Total failure. And no alternate path opening
Hey fifacv, I'm happy to help, although most of what you've asked for help on has been about game progression. If you have an issue with a bug, please do report that and I'll update the game to fix any bugs that you find, but when it comes to something like this, most of the answers you're looking for can be found just by doing a little bit of exploration and searching on your end. I'm really not inclined to answer every question that every player asks if it's just about how to get through the game, unless it's for something genuinely very obscure. I'll answer this question, but from here on out I'll only be responding to inquiries about bugs or errors.

Now, as for the sewers, it's actually very simple.

Depending on where you entered from, all you need to do is follow the path until you reach the last ladder. That's it. Here's a path that shows the direction you should follow. I really can't make it any simpler than this. In case you're wondering, this is pulled from the graphics folder, so that's why there's no water, but you can literally just walk behind the drains. They're not actually blocking your path at all.

I'm lost in sewers in spphane castle . Help me please. Found no switches, only some little marks
Hey AnneLaurant,

Yep, just got a report on that bug as well. Thanks for hiding the spoiler, really appreciate that. I literally released the updated version about 5 minutes ago, so it's good to go. Just download the new version, move your save files into the new game folder, and since the bug has already occurred for you, just activate the list at the entrance to the Sanctuary and your game will fully update. If it doesn't update immediately, try leaving and re-entering the Sanctuary, then activate the list again.