
Battle with swords and whips in this retro-style action game brought to you by game creator Koji Igarashi and Inti Creates! Play as Zangetsu, a demon slayer bearing a deep grudge, who must travel through perilous lands to defeat a powerful demon lurking in a dark castle.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Sep 9 → 0.14/day in the week after.
About
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99−50% | 4.5Kreviews | 94% | — | $428.5K |
| $9.99 | 2.7Kratings | 94% | — | 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 76 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Castlevania 3, but everything is wrong. Difficulty is wildly inconsistent. Most of the time the game is an utter cakewalk, except when it's suddenly [i]not[/i] because a boss will only have a very small damage window, leading to long, drawn-out fights where it takes you 30 seconds just to land a single hit while you dodge the same attacks repeatedly waiting for that opening. But then other bosses will inexplicably let you phase skip them by churning out damage so fast that they don't even get to use half their moves, making them feel like a wet fart. But the multi-character system is really where everything just completely [i]breaks.[/i] You see, part of what makes the game so pitifully easy is that you have access to four characters you can switch through at will. Each character has their own (persistent) health bar, their own subweapons, and their own unique playstyle and movement options. Only lives and subweapon uses are shared between them. Unfortunately, in spite of this, Miriam is basically the only character you'll want to play, as she has the best jump, the best subweapons with the highest damage and the broadest coverage, the best primary weapon (a whip with ridiculously long range and a lingering hitbox), and the ability to slide, an ability all other characters lack. As a matter of fact, most bosses and enemies seem designed for the use of Miriam's high jump and slide, making all of the other playable characters feel completely tertiary. Moreover, death doesn't work like Castlevania. In Castlevania, when you die, you're sent back to a checkpoint, unless you run out of lives, in which case you restart the entire stage, a perfectly reasonable system by all metrics. Bloodstained: Curse of the Moon, however, wants to reinvent the wheel. When you die in Curse of the Moon, only [i]that[/i] character dies, then you're given a death screen and sent back to a checkpoint to try the stage again, minus that character. The only way to get that character back is for [i]everyone[/i] to die, at which point the game finally takes a life away. However, because of the near-necessity of certain characters, what is normally effortless with a full party can instead become [i]unreasonably difficult[/i] if a character is missing from your group. Adding to this is that character health is, again, [i]persistent,[/i] so you often die only to be sent back to a checkpoint as a character who's going to die in one hit. This inevitably leads to frustrating, hopeless death spirals with next to no counterplay. Worst of all, there's no way to simply reset back to having all the characters at the earlier checkpoint; you just have to manually kill off every character one by one. The combination of the uneven, unsatisfying difficulty and the boneheaded multi-character system that alternately trivializes and frustrates the gameplay loop leads to Curse of the Moon feeling like Sideshow Bob stepping on all of those rakes. It's never challenging in a way that's fun, and when it's difficult, it's always for all the wrong reasons ("I'm stuck with the bad characters until everyone else dies," "I broke the candle with Zangetsu instead of Miriam so I got the holy water instead of the daggers and now I can't deal with all these aerial enemies," "Gebel is dead, so I have to do this section manually, and oh now Miriam is dead too, better suicide until I can restart"). If it's anything like the rest of Inti Creates' games, the sequel probably fixes all of the mistakes and nails what they were going for originally... or they learned nothing and made all of the same mistakes again. It's impossible to tell with them, but I probably won't bother to find out.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 23 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Hours played at review time, across 76 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love letter to Castlevania 3: Dracula's Curse, and it's not even subtle: choosing how to proceed within a stage, having multiple main characters and even the backward jump when being hit! It's not an especially hard title, but it's got a lot of charm. Miriam is my beloved honorary belmont.
Great game with fantastic soundtrack and beautiful pixel graphics! Loved it so much I 100% it on veteran style difficulty. Don't bother with the sequel tho, it's dogwater.
Day 1: I considered refunding this game. Day 2: Finished normal mode on Casual, I considered refunding this game. ... Day 4: Platinum'd (Everything else played on Veteran), I think I love this game. After having played a game like Astalon: Tears of the Earth, Bloodstained's controls were a bit painful to get used to. The game lost me when I lost all my lifes on stage two due to falling into pits from this game's equivalent of flying gorgon heads, then the game suggested me to switch to casual, which I did, thinking the differences would only be infinite lives (TBH, doesn't make THAT big of a difference) and no knockback. While those are what informed ingame, I would later learn that way more stuff changes, to the point that it an be objectively called an easy mode. Upon learning about this, I did all the rest of the game and achievements on Veteran. What "flipped the switch" on me was watching videos of people playing it, which made me think "Oh, so it's like that Mario 64 gif" (This game sux/Yo this game's lit) where your enjoyment of it comes from playing it to it's full potential rather than barebones gameplay. And indeed, while I had been playing thinking that the game was built to play with one character at a time and using subweapons as less as possible, it was the opposite: You're SUPPOSED TO use all of it on normal gameplay, to the point that in the mode you kill companions rather than recruit them, you gain new abilities to compensate for that, USE THEM. While them game lacks some visual clarity in some aspects (In some bosses you'll spend a lot of time thinking "Wait, when do I get to attack?" due to things that are breakable not being very obvious, not to mention some mechanics that require a fair share of trial-and-error for you to understand how they even work) it is, with the exception of some very specific parts, very fair and reasonable, I would go so far as to say lenient (Certain levels will give you 1-Ups near your respawn point in some areas you're expected to die a lot... including right next to the final boss. This "leniency", however, is also good game design: It is in a way that doesn't allow you to simply ignore mechanics and just spam attack, but rather allows you to defeat a boss even without fully mastering/understanding all it's mechanics as long as you focus on exploiting the ones you did understand, basically the game rewards you as long as you're at least trying to engage with it, and on the other hand it allows those who did master those mechanics to absolutely obliterate those bosses and feel good about it. Do I even need to talk about the graphics and aesthetics? This is less than 20MB, it doesn't simply "mimic" NES aesthetics, IT IS BUILT AND OPTIMIZED LIKE ONE. It doesn't "mimic" sprite color limitations, it uses that to save space, it doesn't "mimic" MIDI songs, it uses actual MIDI, same with everything else, a masterpiece.
Recomendo até pro papa, um jogo bom não precisa se segurar em gráficos realistas ou/e horas e horas de conteúdo, ele pode ser simples e mesmo assim ser algo maravilhoso. Roda em qualquer PC, pesa quase nada, e mesmo assim é uma baita experiência, uma bela homenagem aos Castlevanias do Nintendinho (específicamente o 3), é balanceado, tem personagens legais (aliás, Miriam carrega essa franquia nas costas), Boss fights boas, uma OST do Krl. Infelizmente ele tende a ser tedioso em runs futuras, pois você é obrigado a rejogar várias vezes para liberar todos os finais (por consequência as conquistas) Novamente, um bom jogo não precisa se sustentar em gráficos ou PCs atuais. Recomendo pegar numa promoção, fica em torno de 10$, e será um dos 10 reais mais bem gastos
10/10 – Não sou de avaliar jogos, mas me senti na obrigação. Castlevania sempre foi minha franquia de jogos favorita, desde a minha infância. Bloodstained é onde seu criador se libertou totalmente e fez o que realmente gostava, e fez isso muito bem. O jogo é curto, porém, com os modos de jogo e o verdadeiro final, oferece um conteúdo bastante agradável. A jogabilidade e os gráficos são incrivelmente satisfatórios; dá para ver que foi feito por pessoas que realmente gostavam do trabalho que estavam fazendo. O jogo é muito fácil, mas, se você quiser um grande desafio, existe o modo Arcade. A platina do jogo é interessante. Eu nunca tive interesse em platinar um jogo, mas esse eu platinei. Embora eu tenha achado um pouco repetitivo, já que a platina consiste basicamente em zerar o jogo fazendo coisas diferentes durante a jornada. Se não me engano, zerei o jogo seis vezes, sem contar o modo Boss Rush. Recomendo. É uma experiência incrível para quem gosta de Castlevania ou de jogos retrô.
A clone of the great Castlevania. Gorgeous sound, pixelated graphics and gloomy atmosphere. The game has been hardcore for a long time and is quite difficult at times. But it's definitely worth watching, especially for fans of Castlevania and old-school platformers.
Old games aren't completely lame because everyone begs you to appreciate how good something was for its time. But when you release something like this in 2018 it's just kinda boring. The cast is actually pretty diverse and fun, it's just a shame they don't get to shine when the level designs are so lackluster and linear, even if they have alternative paths. The only time you'll experience something fresh is during the boss fights, they're good but some of them end too fast. The difficulty in this game is pretty dumb, not because it's too hard, but because it's just like old games just for the sake of it. There is nothing to be gained from having a lives system, I only got a game over at the start when I had to get used to the controls, but it wasn't even that punishing. Casual mode gives you infinite lives which makes sense, but it also removes knockback which is where the majority of the punishment from getting hit comes from. You can afford to take a point of damage but you don't want to get knocked into a pit, a lot of segments are designed around this but I imagine on casual you can probably just run past enemies taking damage and then just picking up some hearts. Hard mode does seem very promising though. The game isn't necessarily bad. I wouldn't tell you not to play it, but you can just play old games for free if you want something retro. And games like shovel knight and gravity circuit offer so much more.
A game that definitely does a great job in paying homage to castlevania while doing its own thing, fun and challenging levels? Check. Four amazing characters with their own playstyles? Check. A bopping OST? Check. If you are a fan of og castlevania styles fun you might enjoy this a lot. I can definitely recommend this game easily to platformer enjoyers
i didnt know this was a side product of a bigger game, and i only heard about this one and its sequel(still playing it). I really loved this one, hope the second one is gonna be better
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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