
They Bleed Pixels is a fiendishly difficult action platformer inspired by H.P. Lovecraft and classic horror.
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.
10 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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/day in the week to Sep 2 → 0/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.
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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; Nintendo 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 | 2.6Kreviews | 83% | — | $672.7K |
| $1.99−86% | — | — | — | 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 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really honestly tried to enjoy this game. The art style is nice, the music is good and there are some fun moments of platforming and simple combat. But ♥♥♥♥♥♥♥♥♥, this may have some of the worst feeling controls of any game I've played, let alone the worst controls of any platformer I've played. I gave it a chance thinking it was a 'skill issue' at first, but over time I only found my initial impressions confirmed. To give some specific examples of the kind of awful stuff I mean: -You have one button for your basic attack, but it's the same button for your dash as well while it's charged, which means if you want to just attack an enemy with your basic attack while your dash is charged, you can't because it's overriden by a dash regardless of what you want to do. Despite this, the game consistently asks you to do ♥♥♥♥ like fight enemies while on small moving platforms over a pit of spikes or avoiding traps. The number of times I've dashed off a platform or ledge to my death just trying to attack enemies is probably over a hundred. -Like a lot of platformers, you can cling to walls and wall jump. But rather than clinging to a wall by holding a movement direction towards the wall, your character clings onto walls automatically when they're near them, sticking to them like glue against your will. There's one section where you need to go through a corridor with sawblades coming from the other end and avoid them by jumping into small 'cubby holes' in the ceiling. I died so many times due to my character gripping onto the sides of the cubby holes and throwing me off because I was holding no movement direction and didn't want to wall cling. -Ice is a common hazard in almost every stage and they have the most horrendous ice physics I've ever seen. Tapping a direction only slightly will send you careening in that direction at the speed of light. When you run into an enemy or wall, your velocity seems to just be reversed, so you end up bouncing off them at the speed of light as well like you hit a trampoline. It's also common that the game makes you fight enemies on ice, including in corridors where there's no room to jump over them, so you end up bouncing back and forth like a ♥♥♥♥♥♥♥ yoyo just trying to land a single attack with your 0.01cm length claws. -Going near an enemy in the air activates slow motion whether you've attacked them or not which can be annoying at best and actively detrimental at worst. There's a small 'puzzle' in one level where you have to kick a bomb imp up and then hit them into a lever. They're on a ledge you need to jump onto and fall from a hole in the ceiling so I failed the puzzle and died to sawblades because I jumped at the wrong time and it activated slow motion against my will, which doesn't slow the bomb explosion, so I had no time to kick the enemy and hit them into the lever before they exploded in my face. -There are many traps in the game such as spikes, sawblades, spears etc. Some of them kill you in one hit while others deal 1 point of damage, but the game would honestly be more tolerable if all of them killed you in one hit. Spikes send you 0.1cm into the air upon landing on them, there's no iframes and spike pits are usually wide, so you have little chance of a recovery, but you have to watch your character awkwardly bounce of them three times before they die and you can make another attempt. Sawblades send you flying like a ♥♥♥♥♥♥♥ pinball off a bumper when you contact them and are usually positioned above spike pits and in cramped areas with more sawblades making recovery equally impossible 99% of the time if you touch one. It may only extend your death by an extra second or two, but it adds up over hundreds of deaths and gets very frustrating very fast. In summary, the game asks precision of you with some of the most imprecise controls possible while often deciding what your character does against your will. It's unfun, frustrating and needlessly punishing in all the wrong ways. I was sick of this game before I even got 5 hours in and wish I'd never given it an extra 2 hours of leeway before I abandoned it.
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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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
They Bleed Pixels іs a game that can be described in one phrase "Don't judge a book by its cover". One day when I was looking for something to buy on sale, this game caught my eye, I was very interested in the cover, and after I saw the trailer and the platformer tag, I immediately added it to my cart, i put it off for quite a long time, but now that I have a desire to play it, I regret it, because I probably won't even be able to get my money back. The art here is really great, I won't take my words back, the graphics are very beautiful and pleasant, i didn't have time to delve into the plot, because I played too little, so I won't say anything, but the gameplay... it's terrible, the character is as uncontrollable as possible, which is simply unforgivable for a platformer, the third level in the game is made almost entirely with a slippery floor, on which it becomes completely impossible to control the character, the combat system was made like a couple of days before the release, because there was not enough gameplay, of course, maybe I'm just having a skill issue, but with most other games I've never had such problems, because it wasn't hard, no, it was boring. So, They Bleed Pixels is wasted potential, a beautiful wrapper wrapped around a piece of rock, so as much as I want to love this game, I just can't, maybe someday when I've at least half-closed my list of games I'll come back here to try it again, but for now I'll hope for a refund, and I give this game a 3/10.
Comandi scivolosi e altamente imprecisi rendono TBP artificialmente difficile e abbastanza frustrante e poco divertente da giocare, specialmente in un gioco dove la precisione dovrebbe essere sacrosanta per garantire la massima precisione nei salti e negli attacchi. In giro c'è molto di meglio. Cheers...bisognerebbe stare attenti ai libri che si sceglie di leggere.
Вам, сyка, смешно, когда плееры хотят пройти игру без смертей, потратив стольких нервов?! Убейтесь в канаве мразоработки!
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I love how completing a level gives me a feeling of accomplishment. It's a hard game but harder to stop trying. The blood and brutal ways to slaughter the enemies is a huge bonus.
They Bleed Pixels is a brutally precise action-platformer developed and published by Spooky Squid Games Inc. that has earned a cult reputation for its uncompromising difficulty, striking aesthetic, and deeply mechanical design. From the moment the game begins, it makes its intentions clear: this is not a casual platforming experience, but a tightly tuned gauntlet built for players who thrive on mastery, repetition, and the satisfaction that comes from overcoming seemingly impossible challenges. Every element of the game, from movement to combat to checkpoint placement, is engineered to test reflexes and patience while rewarding skillful play with a powerful sense of progression. The game’s narrative is deliberately minimal and surreal, unfolding through atmosphere rather than exposition. You control a young girl attending a mysterious academy who becomes trapped in grotesque dreamscapes after discovering a cursed, blood-soaked book. These dreams blur the line between nightmare and reality, filled with monstrous creatures and impossible architecture that feel drawn directly from a twisted subconscious. While the story is never the main focus, it provides a strong thematic backbone, framing each level as a descent into psychological horror and reinforcing the oppressive tone that permeates the experience. Gameplay is where They Bleed Pixels truly distinguishes itself. Movement is fast, responsive, and unforgiving, demanding absolute precision in jumps, wall slides, and aerial control. Levels are packed with instant-death hazards such as spikes, crushers, and enemy traps that leave no room for sloppy execution. The platforming design often requires chaining together multiple actions in rapid succession, forcing players to internalize timing and momentum. Failure is frequent, but respawns are quick, encouraging experimentation and persistence rather than discouragement. Combat is deceptively simple on the surface, built around a single attack button, yet surprisingly deep in practice. The direction and context of your movement determine how attacks behave, allowing for ground strikes, lunges, and downward plunges without ever switching inputs. This system rewards aggressive, stylish play, as enemies are often positioned in ways that require using them as tools to navigate levels rather than merely obstacles to eliminate. Combat and platforming are tightly intertwined, and learning how to dispatch enemies efficiently becomes just as important as mastering jumps. One of the game’s most distinctive mechanics is its checkpoint system, which replaces static save points with a risk-reward structure. By defeating enemies in quick succession and maintaining combo chains, players fill a meter that allows them to place their own checkpoint at a chosen location. This creates constant tension between playing it safe and pushing forward for a better position, adding a strategic layer to every level. Poor placement can result in long stretches of repeated gameplay, while smart decisions dramatically reduce frustration, making checkpoint management a core skill rather than a convenience. Visually, They Bleed Pixels stands out through its unique blend of pixel art and ink-like textures, creating an unsettling, gothic look that complements its horror themes. Environments feel organic and hostile, while enemy designs lean heavily into grotesque, Lovecraftian imagery. The animation is fluid and expressive, ensuring that even in moments of chaos, player actions remain readable. This clarity is essential given the game’s difficulty, as visual ambiguity would quickly turn challenge into unfairness. The audio design reinforces the game’s identity just as strongly. The soundtrack, composed with unconventional electronic instrumentation, adds a constant undercurrent of unease without becoming distracting. Sound effects are sharp and impactful, providing immediate feedback for successful attacks, deaths, and environmental interactions. Together, the visuals and sound create a cohesive atmosphere that makes each level feel oppressive yet hypnotic, pulling players deeper into the game’s nightmarish rhythm. Progression is structured through chapters that gradually introduce new mechanics, enemy types, and hazards. While the difficulty curve is steep, it is carefully managed, ensuring that each new challenge builds on skills already learned rather than introducing randomness. For completionists, the game offers extensive achievements and challenges that dramatically increase the difficulty, pushing even skilled players to their limits. These optional goals extend the game’s lifespan and solidify its reputation as a title built for mastery rather than completion alone. Despite its strengths, They Bleed Pixels is unapologetically niche. Its difficulty can feel overwhelming to players unfamiliar with precision platformers, and its control scheme, particularly on keyboard, may take time to adjust to. The lack of traditional accessibility options means the game demands commitment, and frustration is an inevitable part of the experience. However, for players who embrace its design philosophy, these aspects are features rather than flaws. Overall, They Bleed Pixels stands as a defining example of hardcore indie platformer design. It combines relentless challenge, elegant mechanics, and a striking aesthetic into an experience that is as punishing as it is rewarding. While it will not appeal to every audience, those willing to engage with its demands will find a deeply satisfying game that respects skill, persistence, and the joy of incremental mastery. Rating: 8/10
有卡 有150个成就 没中文 血像素 《血像素》是一款难度极高的动作横版闯关游戏,灵感源自 H.P. 洛夫克拉夫特与经典恐怖题材。游戏画风独特,融合像素画与纸笔墨水纹理,将高强度平台跳跃玩法与爽快清格打斗完美结合。战斗系统核心仅设单一攻击按键,操作看似简单,实则玩法丰富、上限极高。游戏不鼓励无脑乱按,如果你将暗影怪物踢向锯片、深坑与尖刺,还能获得奖励。游戏拥有特色存档机制:通过华丽击杀积攒存档能量,可自主放置存档点,击杀特效越华丽,存档能量积攒速度越快。 剧情 一名少女转入拉夫卡迪奥问题女子学院,全然不知自己将被狂暴噩梦纠缠,一次次坠入异世界。更可怕的是,噩梦正在侵入她的现实生活,她的躯体正慢慢异变,化为梦魇里的恶魔。那本浸染鲜血的神秘书籍似乎是一切灾祸的源头,她能否将其摧毁?还是会彻底异化,沦为利爪狰狞的魔物? 核心特色 操控手感极致顺滑:单键战斗体系更考验操作技巧,摒弃复杂连招与无脑按键。平台跳跃操控精准度拉满,可瞬间启停,施展反重力冲刺与二段跳。 共计 11 张宏大关卡可供战斗探索,每一关拥有专属画面风格与配乐。额外解锁奖励关卡,以及其他独立游戏创作者提供的联动关卡,例如《小马血像素》《星尘血像素》等。 独创存档机制:华丽击杀产出可随身携带的存档标记。留存标记可额外加分,也能随时放置,保存当前进度。 闯关打分系统,每关设有独立排行榜,另有 150 项操作向成就,通关后仍有大量内容可供挑战。 提供标准、简易两种难度,适配不同操作水平玩家。 支持录制、回放、分享通关录像,线上排行榜收录速通记录与最高分榜单。 精致像素动态漫画,讲述少女被克苏鲁式梦魇缠身的故事。 原声电子配乐由 DJ Finish Him(肖恩・哈顿)制作,大量运用合成器、非常规乐器与非音乐专用设备编曲。
please nerf the small flying pixels, literally makes this game near unplayable. I'm autistic and cannot focus on both platforming and avoid pixels of death from just hitting me into the nearby death pit. Make them more managable please, and no Novice setting isnt an option as I refuse to play an easy mode the punishes me for playing an accessability option
This is such a uniquely frustrating experience. I enjoy the game- I had fun playing through casually despite it's faults and wanted to work through the rest of the achievements, but that's where I found seething rage I haven't had over a game in... maybe ever? The enemies, The basic enemy type stretchy arms guy, He's basically built to only attack when it's inconvenient. Placement ranges from pointless to incredibly obnoxious. The flying squid things. I hate these with my entire soul. It is unknowable what height they will dash at. Sometimes you will jump out of the way of an attack to jump right into one that was soaring harmlessly overhead due to machinations I can't decipher. Sometimes it will just match your height and not dash, body blocking you while you're trying to platform and forcing you into the spikes. Sometimes it will start and end it's dash too far away to be punished over and over again. but always ALWAYS in places where it's super inconvenient to deal with them. On slippery surfaces where you can't dash, in wall-jump sections where your horizontal mobility is zero. While fighting other enemies so they just spam hitboxes in the arena. The ghosts. Similar to the squids, but they are often hidden inside blocks so you get slapped once (and typically killed) before you know where they are. teleport away after a hit so you have to stop progressing entirely to deal with them- not bad when you have a platform, horrendous when you don't. Oh I almost forgot to add! They only chase you harmlessly unless you attack them first or you get too close! Except they don't ever stop following when you get far enough away or something. They will catch up and you will be forced to fight them almost no matter what so it's generally best to just bite the bullet when you can. The imps. I hate these bastards but I'm willing to accept it's partially a skill issue. They are just completely immortal unless you punish their drop attacks or manage to launch them up into the air and land an aerial on their tiny hitboxes (good luck, they always come in packs of 3-5). They can be cheesed with some combination of kicks and dashes and slashes but after a few blocks one of their buddies will be plummeting down with their sword and you'll be stuck in place so it's not consistent or reasonable The checkpoint system. Great idea in theory. Go for stylish kills and you'll earn blood points faster and save more often. 2 problems with that are that "stylish kills" means doing the exact same combo on every long arms in the game, and the places you can save in are heavily limited to the point of being effectively forced. Sections where you have to play 40 seconds of something you never fail at to reach a part that's just ulcer inducing. Arena with 5 of each enemy type that repeats 3 times? You are allowed to save before the elevator up with trivial platforming. It just doesn't accomplish what the design philosophy that lead to it must have been aiming for. The level design. Why on earth do I have 3 health when most obstacles are designed to kill me? Upon hitting spikes there's a .1 seconds window where you can jump away (unbufferable) and generally there is nothing to jump to. If there's a clingable wall nearby, it's placed above the spikes out of range of a jump. Hallways of enemies and traps, where you're only way forward is to dash and kick repeatedly with mixed results. Incredibly repetitive sequences, sometimes even the entire level long, things like jumping from the right side of an object over the top of it to the left side, jumping to the right side of the next object, repeat. repeat. repeat. repeat. Honestly, I don't even care about the controls. I got used to it. It's clunky, but it is generally a skill issue if you can't get the character to move right. I will say sometimes you slide up walls instead of jumping off them, or how it takes too long to re-cling to a wall after attacking, but I wouldn't really file those under problems with the controls. I don't know if people are still buying this game, I don't know if the developer reads these, I just wanted to share my thoughts or perhaps just my anger. I doubt I will 100% this game because I just can't imagine putting myself through The End without dying. It's just not a game where that feels within my control.
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