
FleshBound is a fast paced and blood pumping demon-slaying speed running first person action platformer with a unique “splatterpunk” aesthetic. Fight, jump and sprint your way through the levels using your hookshot and wall-running skills.
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About
FleshBound is a fast paced and blood pumping demon-slaying speed running action platformer with a unique “splatterpunk” aesthetic. Traverse unique and dangerous environments by utilizing abilities like dash, wall-run and grapple. Explore the environment vertically through launchpads and see the world from a different perspective through the gravity inverters. Slay vile demons all along the way.
You play as Endo, a human incarcerated inside the fleshy walls of a living prison in hell, the Manifold. The sentence is harsh: be cocooned in place and slowly morph into a demon. One day a parasite attaches itself to Endo and begins communicating with him, offering a chance to escape his prison. Run!
15-20 minutes of playtime with high replayability
A first person action runner in an organic-looking hellscape environment
Dynamic traversal through grappling hook, wall run, jump pad, and gravity inversion mechanics
A minimalistic gameplay UI
A unique intense aesthetic inspired by punk, horror, comics, and older first person shooters
A high intensity industrial metal and techno soundtrack
FleshBound was developed during a 7 week project at FutureGames. Taking inspiration from games like Mirror's Edge, Ghostrunner, and Doom, we sought a fast, simple game loop where the challenge lies in mastering the balance between maintaining speed and control.
Leaning heavily on the design pillars of "Velocity, Visuals and Viscera", we quickly formulated the concept and with a visual style we can only describe as "Splatterpunk", the vision of the game was easily communicated both within the team and with external stakeholders.

See game website link for contact information.
Jan Björk - Product Owner, Game Designer
Leo Dennett - Lead Game Designer, Audio Design, Narrative, UI
Søren Agentoft - Gameplay, Systems and Tech Design
Johan Lundgren - Level Design
Elizabeth Cantrell - UI Design
Jakob Segerdahl - Art Lead, Character Art
Amanda Rylander - Environment Art
Magnus Lööf - Lead Programmer
Jonathan Ebsen Mäensivu - Programmer
Filip Åkerlund - Programmer
Adam Fakla - Animation and Rigging
Hugo Berglund - VFX
Additional QA by Tim Lindgren
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
крутая игра лайк
123
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1
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
Honestly wish there was more of this- smash
Gra jest przeciętnie dobra, raczej nic przesadnie nadzwyczajnego w niej nie ma, a szkoda. Wszystko jest po prostu na poziomie poprawnym, ale nic ponad to, czyli jedyne, do czego można się przyczepić to to, że nie jest lepiej. Wszystko idzie we właściwym kierunku, więc twórcy, jak na projekt młodego zespołu, zrobili dobrą robotę, niestety nie jest to poziom dostatecznie wysoki, by zainteresować graczy, którzy oczekują czegoś więcej od poprawnie wykonanej roboty. Na domiar złego nie ma ustawień opcji graficznych, przez co nawet na 720p nie mogłem grać płynnie, chociaż możliwe, że mój system nie łapie się na wymagania systemowe gry, niemniej jednak optymalizacja chyba dostała urlop na plaży, bo po prostu leży.
You know you gotta 100% it! Just great game for a day!
Bom jogo
imba
бррр
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.