
From the creators of Nidhogg, murder hordes of monsters in this 2D platforming autoshooter with a killer soundtrack. Collect Blood, gold, and bones to increase your powers. Can you survive the Blood Dungeon?
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published.
About
Blood Dungeon is a feverish bullet heaven platformer from the creators of Nidhogg.
Run, jump, and climb to avoid hordes of monsters. Duck and weave between enemies. Scramble up ladders, across grates, and over chains. Walls, ceilings, and even the watery depths are your domains to master.
The dungeons contain over 100 different enemies to kill. Bats. Centaurs. Exploding Eyeballs. Some fly through walls while others walk, stick, or bounce on them. Learn their movements, outsmart them, and harvest their blood.
Increase your blood level to upgrade your build, or find chests hidden throughout the arenas.
Circulate around the various drop sites to supplement your arsenal and master each arena.
Visit the Dogmancer to pay the bone toll and unlock permanent upgrades.
Unlock nine bunkmates, each with their own weapon of choice and movement perks. Spin climbable webs as Leggy, take flight with Bug, or speed through the Dungeons as only a Skinja can. Experiment with them all!
9 unlockable playable characters with different traits and weapons
6 unlockable unique survival arenas
Over 100 enemy types
Over 100 quests to complete
Over 100 unlockable weapons and upgrades
Daily dungeons
Dynamic “dungeon dnb” soundtrack by Thomas Hoey
Global high scores
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 486reviews | 89% | — | $124.2K |
| $9.99 | 598ratings | 76% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 414 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Podia ser muito melhor se não fosse tão mal balanceado. Os inimigos viram esponjas de dano depois do primeiro chefe das waves e daí o jogo vira um dps check. E as armas são bem ruinzinhas.
I ♥♥♥♥♥♥♥ LOVE IT ALREADY. DOPE ANIMATION, DOPE GAMEPLAY, DOPE SOUNDTRACK. ♥♥♥♥ YEAH.
Pretty mixed on this one, TBH. I'll give it a thumbs up because I am enjoying it, but there are a couple of issues that I can already tell are going to push me away from this game. The big one is visual readability, which is kind of awful in this game. I'm color blind, so that may be playing a factor, but the glowy visuals combined with some of the effects-heavy attacks and abilities can make it nearly impossible to tell what's going on, or even to spot my character on the screen. I find myself avoiding certain weapons and pickups purely because I don't want to deal with the visual noise. The map is really terrible. Your character is a little red dot, which is nearly impossible for me to spot (because of the color-blindness). But beyond that, it's incredibly difficult to figure out whether or not I've fully explored a map because the map you can access during a run only displays a portion, and there's no way to scroll around on it, so often I think I've fully explored the map only to find that, nope, actually I haven't once the run is done. TLDR; pretty good game, but some rough edges that make it hard for me to properly enjoy.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese +2 more
Hours played at review time, across 414 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A great foundation, but the endgame leaves a lot of potential on the table – 6.5/10 I've played Blood Dungeon quite extensively, so here's a more detailed take. I genuinely like this game. The art style is a 10/10 for me, and the movement/controls are excellent for a platformer roguelite – responsive, precise and satisfying. My criticism isn't about the core gameplay, but about how the roguelite systems interact with the fixed, hand-designed stages. Item pool & upgrades A lot of upgrades are very situational – great in one stage, useless in another (e.g. faster swimming). Others feel more like character modifiers than run upgrades (why decide mid-run whether to become smaller/lose a heart or bigger/gain one?). With a large pool full of stage- or character-specific items, you often end up with mostly useless picks instead of meaningful build decisions. I'd prefer a smaller, more focused pool, with situational effects moved into persistent, toggleable upgrades or baked into distinct character identities instead. **The endgame is the biggest weakness** Once you've fully learned a stage, the fixed chest locations turn the run into: open chest → run to next known spot → repeat. It stops feeling like a roguelite and starts feeling like a memorized to-do list, since you're optimizing a known route instead of exploring or adapting. No Endless Mode There's a mission requiring level 15, but the run ends the moment you kill the third boss – leaving barely enough time to get there. An Endless Mode where the third boss is a milestone rather than the end (with scaling difficulty afterward) would fix this and give builds a real long-term purpose. 100% exploration missions Requiring literally 100% map exploration means hunting down one tiny overlooked spot. 95% would remove the frustration without trivializing the mission. What I'd change Place stage-specific items at fixed locations (guarded by a mini-boss, say) instead of random chest drops, so exploration has real objectives again. I'd also love an optional randomized-stage mode alongside the classic handcrafted ones, so the "known optimal route" problem disappears for players who want that. Overall: strong foundation, excellent art and movement, but the item pool, situational charms, and especially the endgame/progression need refinement. 6.5/10 – a good game with a lot of untapped potential.
Could use some balancing as some weapons feel bad compared to others and the upgrades can feel bad depending on luck. Common issues with these types of games. But aside from that, its still a blast to play and the MS Paint style has got some real charm to it.
Please devs I need a balance patch for this game it is so good. This game had me hooked from the start with the art direction, and unique take on a 'survivor-like' (or whatever you want to call it) with the platforming. I started dumping hours into this as everything felt fun and I was unlocking a lot and experimenting, but after a lot of runs it is hard to think it is a 'skill issue' after losing runs when you are faced with a wall of over scaled enemies that don't die fast enough even if you thought your run was going well. This is the main issue from what I can tell after playing for about 15 hours and from what I can gather from other players online: Didn't get the bouncer weapon? You are quite literally ♥♥♥♥ out of luck after hitting level 10. There are other reviewers that have more playtime than me, that have put this into better words, making me feel less alone in this struggle, and I am grateful for them because it has motivated me to put this down for now to save myself some time and just pray that I get an update soon. I would be lying if I didn't think I'd still pick this up and play it on my steam deck here and there, but for now it will leave my focus as my main game which does bum me out. At first I literally said "this may be the best survivor-like", which didn't last of course but it could seriously bring me back to that opinion, because this game just ♥♥♥♥♥♥♥ rocks in so many ways. All-in-all this game is cheap so if you like the genre and the style is grabbing you, I say support the devs and have some fun with it. Just keep in mind that as of right now, there is no viable build variety, and a lack of overall balancing with the weapons and enemies making winning a run quite rare.
хорошая игра с ахуны стилем и музыкой
HAVING A GOOD TIME !!!!!
《地牢大出血》是款节奏紧凑、上手简单的像素肉鸽动作游戏。 游戏没有剧情一说,进来就干!主要玩法采用经典的《吸血鬼幸存者》的机制与套路,并加上了平台跳跃跑酷元素。 本作采用很抽象的像素狂野画风(据说是windows画图风格),拥有超过100种敌人、100种可解锁的武器与强化内容,共6个独特的地牢。玩家将控制角色在危机四伏的地牢中跑酷、攀墙、跳跃,一路摸爬滚打,一边躲避潮水般的怪物。 而敌人不只是从四面八方来,它们从天花板上掉下来、从墙壁里钻出来、从水里冒出来,类型千奇百怪——蝙蝠、人马、巨人、自爆眼球,穿墙走壁、飞行攀附、弹跳穿梭,各有各的行动逻辑。因此玩家得同时应付水平和垂直两个维度的威胁,并不断探索地牢,对抗BOSS。 角色会自动攻击靠近的目标,因此玩家只需要专注躲避即可,杀死敌人掉落鲜血(相当于经验值),收集足够鲜血就能升级,每次升级会给你几个随机选项——增加射速、增加子弹数量、提升伤害,或者获得一把新武器,熟悉的幸存者配方。 而玩家完成游戏中的任务,可解锁新武器、新角色,共9名可解锁角色,每名都拥有独特的专属武器和移动特性,射手、宝宝、甚至还有裸男???虽然是像素风,但真的蛮抽象的(参考蜡笔小新)。并且每局结束可以收集骨头,在大狗商店用进行永久强化——提升初始血量、增加移动速度、伤害等,骨头获取很容易,升级也蛮快的,越死越强。如果你喜欢《吸血鬼幸存者》这类游戏,跑酷、射爆、大出血的《地牢大出血》值得你立刻入手。
The game's graphics are reminiscent of newgrounds flash games accompanied by a soundtrack that jams like a song playing during an [adult swim] bump.
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