
Bloodworks is a free top-down survival action game where you fight against an endless waves of monsters. The odds are not in your favor!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⠀
К игре, которую я дал возможность попробовать, потому что она была произведена турецким разработчиком, определенно не нужно относиться как к крупнобюджетной игре. Что он хочет сделать, так это игру, в которую можно играть, чтобы отвлечь определенный ум, Мне нравится система перков в игре, она дает игроку ощущение выгоды за короткие промежутки времени. Разнообразие оружия очень хорошо отрегулировано, его великое множество для такой игры. Забавная игра. Это игра, в которой вы можете сказать, что можете переходить в другую руку каждый раз, когда умираете. Похоже, музыка в долгосрочной перспективе не будет очень громкой. Но, Самое главное, что не играет в игру, это то, что до минуты падают fps. В течение нескольких минут я задавался вопросом, была ли это механика игры или это проблема. В основном, если я не ошибаюсь, это замедление очень часто встречается у оружия "Ракетная установка". Шрифт, используемый в игре, может быть более конкретным. К сожалению, меню недостаточно понятны. Обновление цветовой палитры может быть очень удобным. Скорость ходьбы персонажа нужно увеличить, немедленного ответа на наши команды нет. Персонаж должен двигаться с той же скоростью, что и наши команды. Чтобы исправить это, можно увеличить скорость убитых нами монстров, но теперь очень важно иметь возможность свободно чувствовать наши команды во всех играх, потому что даже игры AAA могут провалиться. Будет рассмотрено.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bloodworks is a 2D retro pixel top down wave survival "twin stick" style shooter, essentially a ripoff of Crimsonland, only worse. Gameplay consists of shooting waves of zombies or whatever with a range of different weapons, kiting them around etc, basically Crimsonland. The 2D retro graphics are lacklustre and the game is clunky and unpolished. Resolution and controls are locked so there's no way for the end user to improve the poor visuals and inadequate control system. The game is badly optimised and laggy, as well as having numerous annoying bugs. Games don't exist in a vacuum... and certainly, there's no point wasting time ripping off someone else's game, and doing a worse job of it. Who wants a worse version of Pac-man or a dumbed down, buggy version of Tetris? Nobody! The game is more than completely free, the code is open sourced, the highest and most noble a gesture any developer can make. Nothing speaks more to a developers belief in themselves and their product than making their game available for everyone without remuneration. It's a shame in this case that the implementation is below the minimum standards a dedicated PC game should offer to enthusiasts. There's no "maybe" option in Steam, unfortunately, but I hope to see more work from this developer, perhaps as part of a professional game development company that can make full use of their talents without needing to make budget/quality compromises.
nice
Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива
Bloodworks, sonsuz canavar dalgalarına karşı savaştığınız ücretsiz, yukarıdan aşağıya bir hayatta kalma aksiyon oyunudur. Epey zor oyun. deneyin.
There is some alright and a lot bad about this game. I think the biggest problem I have here is that it's essentially a knock-off of Crimsonland - almost all of the weapons, abilities, and creatures are basically either the same or slightly altered versions from Crimsonland, and with such blatant plagiarism I can't in good conscience recommend this game. Re-skin aside, the gameplay is a mixture of okay with awful. The controls are just so frustratingly awful and you spend the entire game fighting the mouse as anytime you move near an edge of the screen it stays in place rather than following your character, meaning that every time you move (which is at almost all times) your aim is thrown off and constantly needs to be corrected. Even when you aren't near the edge moving your mouse is just awful, I had to max out the games sensitivity and my mouses dpi just to properly aim but at the risk of the reticle randomly stopping or slowing depending on my characters movement and throwing off the accuracy even further. Balancing is just completely off, with some weapons being ludicrously underpowered compared to others with no logical reasoning for it. Also, spiders are just crazily overpowered and completely nullify the threat of almost every other creature in comparison. This wouldn't be a problem if they weren't so damn common, appearing mere moments into the game and persisting throughout becoming even more of a killing machine once they get lasers. On the other hand, zombies are pathetic and you can easily maneuver through hordes of them with ease, and the only use they serve as is xp and buffers between your bullets and the spiders. Another thing that is problematic is the description for skills. They are very vague and so many of them seem to have little to no effect that it is hard to tell how much they have actually changed your stats, while others are obviously superior and make a noticeable difference. This just adds to an overall imbalanced game. Something I admit that is unique compared to Crimsonland is the secondary weapons, which offer powerful abilites on top of the pickups, weapons, and perks you already have. These however suffer the same problem as the other weapons in the game in being completely unbalanced, with several of them completely useless compared to others, or having a side effect that makes them a bad choice such as in the case of the missile launcher where it slows you down and makes turning even slower making it a death sentence to use should any creatures be to the side of or behind you (which is exactly where the spider ai is trying to get to). In conclusion the game is an unbalanced mess with awful controls that is essentially the equivalent of a middle-schooler copying an article off of wikipedia for an essay and editing a couple of sentences before turning it in. While the dev does seem to be listening to some of the reviews and forums, this game needs a hell of a lot of work and originality before it actually becomes a good game. 3.5/10
-
Bloodworks, developed and published by Engin Mercan, is a top-down survival shooter that builds its appeal around immediacy, flexibility, and replay-driven design rather than narrative or spectacle. It’s the kind of game that doesn’t try to impress with scale or presentation, but instead focuses on creating a tight gameplay loop that rewards experimentation and quick adaptation. As a free-to-play project, it embraces a straightforward philosophy: drop the player into chaos, provide tools for survival, and let the systems do the rest. The core structure is simple but effective. Each session places you in an arena where enemies spawn continuously, gradually increasing in number and intensity. Survival becomes the primary objective, with scoring and longevity acting as the main measures of success. What keeps this familiar formula engaging is the way the game introduces variation within each run. Weapons are often acquired dynamically rather than selected beforehand, and each new tool can significantly alter how you approach combat. Some encourage aggressive, close-range play, while others push you toward careful positioning and crowd control, creating a steady sense of unpredictability from one session to the next. Progression within a run is one of the game’s stronger elements. As enemies are defeated, players gain levels that unlock perks and enhancements, many of which have a noticeable impact on gameplay. These upgrades can shift the balance of a run dramatically, allowing players to build around certain strengths or compensate for weaknesses. Over time, this creates a satisfying arc where early survival feels tense and cautious, while later stages become increasingly chaotic as your character grows more powerful. The interplay between weapons and perks gives the game a degree of depth that goes beyond its minimalist presentation. The pacing plays a crucial role in maintaining engagement. Enemies attack from all directions, forcing constant movement and awareness. Rather than relying on precise aiming alone, the game emphasizes spatial control—managing distance, anticipating enemy paths, and avoiding being surrounded. This results in gameplay that feels hectic but readable, where success depends on staying one step ahead of the growing swarm. The gradual escalation ensures that no run remains comfortable for long, pushing players toward eventual failure while still encouraging them to push their limits. A notable aspect of Bloodworks is its openness to customization and modification. The game is designed with modding in mind, allowing players to alter weapons, perks, enemies, and other systems. This transforms it from a static experience into something closer to a sandbox, where the boundaries of the game can be expanded or reshaped entirely. Combined with its open-source nature, this gives it a unique identity among indie shooters, appealing not only to players but also to those interested in tinkering with game systems themselves. That said, the game’s simplicity inevitably becomes a double-edged sword. While the core loop is satisfying in short bursts, there is limited variety beyond it. There are no distinct modes, story-driven elements, or major shifts in objectives to break up the experience. Over time, even with different builds and weapons, the structure of each run begins to feel familiar. This makes the game better suited for shorter play sessions rather than extended periods, as repetition becomes more noticeable the longer you stay. Visually, Bloodworks opts for a clean and functional style that prioritizes clarity. The top-down perspective ensures that players can easily track enemies and projectiles, even when the screen becomes crowded. However, the presentation lacks distinct personality, with environments and effects serving more as a backdrop than a defining feature. The audio design follows a similar path, providing adequate feedback during combat but offering little in the way of memorable sound or atmosphere. In the end, Bloodworks succeeds by staying focused on what it does well. It delivers a responsive, engaging survival loop with enough variation to keep players experimenting, even if it doesn’t offer the breadth or depth of more fully featured titles. Its strengths lie in its accessibility and flexibility, while its weaknesses stem from its limited scope and presentation. Rating: 7/10
OYNADIĞIM EN İYİ OYUN VE TEK OYUNCUSU BENİM E-SPORU CIKSIN <3<3<3
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.