Stylised graffiti-style logo art for Blood Dungeon showing the game's title in blocky letters beside a baby-faced character holding a shotgun

Game review

Blood Dungeon

7.2 / 10

Developer
Messhof
Publisher
Messhof
Released
25 August 2026
Platforms
["Windows"]
Genre
Action
Monetisation
Paid
Players
Single-player

The short version

Blood Dungeon reinvents the survivors-like formula with genuinely distinctive platforming and a fantastic art and music package, but a punishing difficulty wall and a bloated upgrade pool keep it from reaching the heights its foundation deserves.

Biggest strengths

  • A genuinely distinctive platforming-driven twist on the survivors-like formula, with climbable walls, ceilings, chains, and water that make positioning as important as firepower
  • Messhof's signature hand-drawn art and animation paired with Thomas Hoey's drum-and-bass soundtrack, both praised almost universally across the review base
  • An extremely low asking price relative to the dozens of hours many reviewers report, plus a developer that's visibly active in the community and already patching based on feedback

Biggest weaknesses

  • Widely reported balance issues create a hard difficulty wall around the second boss of each stage, where a swarm of tanky enemies overwhelms most builds regardless of skill
  • A huge item pool bloated with situational or near-useless upgrades that becomes more frustrating, not less, the more the player unlocks
  • No endless mode: runs end abruptly the moment the third boss falls, cutting the experience off right as a strong build starts to feel powerful

Who it's for: Survivors-like and bullet-heaven fans who want more physical skill expression than the genre usually offers, and anyone who enjoyed Messhof's earlier games and wants more of their off-kilter style.

Our recommendation: Worth buying for the movement, art, and soundtrack alone, but go in expecting real friction once the difficulty ramps up past the second boss of each stage.

7.2 / 10

From Nidhogg's Creators, a New Kind of Survivors-Like

Blood Dungeon is developed and published by Messhof, the small studio best known for the fencing duel game Nidhogg and its sequel, and that pedigree shows immediately in the game's hand-drawn art, off-kilter humor, and willingness to bend a familiar genre into something stranger. On the surface it reads as another entry in the crowded bullet-heaven or "survivors-like" field popularized by Vampire Survivors: pick a character, fight off escalating waves of enemies, and build toward overwhelming power through random upgrades. What sets it apart, and what nearly every one of the 376 English-language Steam reviews at the time of writing comments on, is that Blood Dungeon replaces the genre's usual top-down shuffling with full 2D platforming, turning movement itself into as important a skill as any weapon choice. The review base skews heavily positive, with the vast majority recommending the game, though a meaningful and vocal minority raise real concerns about how the difficulty curve behaves once a run gets past its opening hour.

Reviewers who know Messhof's earlier work describe Blood Dungeon as an unmistakable continuation of that studio's identity: crude, funny character animations, a psychedelic hand-drawn look, and a soundtrack that several call one of the best they've heard in the genre. Several reviewers specifically cite having played Nidhogg in an arcade cabinet years earlier and buying Blood Dungeon on the strength of that memory alone, and by most accounts that trust is well placed on presentation, even where the underlying systems draw more mixed reactions.

Climbing, Swimming, and Chest-Hunting Instead of Standing Still

The core loop asks players to survive against continuously spawning enemies while collecting blood, the game's experience currency, and opening treasure chests scattered around each arena. What makes this distinct from its genre peers is the platforming layer underneath it: walls, ceilings, chains, grates, and underwater sections are all fully traversable, and reviewers repeatedly describe climbing onto a ceiling to escape a swarm, or diving underwater to dodge a wave of projectiles, as some of the most satisfying moments the game offers. More than 100 enemy types are included, with creatures that walk, bounce, cling to surfaces, burrow through walls, or drop from above, meaning a route that's safe against one type of enemy can become a death trap the moment a different one enters the fight.

One of the most detailed positive reviews makes a case that the entire genre comparison to Vampire Survivors misses how the game is actually meant to be played: rather than relying primarily on leveling up through kills, Blood Dungeon's real engine of progression is its fixed chest spawn locations, which regenerate a new chest at a preset location every time one is opened. Learning a stage's chest layout and building an efficient route around it, according to this reading, is the actual skill the game is testing, more akin to route-optimization in something like Spelunky than to the wait-and-build approach of most survivors-likes. Several other reviewers reach a similar conclusion independently, describing the game as "Vampire Survivors meets Spelunky" and praising how much more physically engaged it feels as a result. Nine unlockable characters, each with distinct weapons, movement abilities, and hitboxes, add another layer of variety, with abilities like climbable web trails, flight, or exceptional speed meaningfully changing how a given arena should be approached.

A Difficulty Wall That Breaks the Loop for Many Players

The most consistent and detailed criticism across the review base, appearing in both negative reviews and in "mixed but recommended" positive ones, targets what many reviewers independently call a hard wall around the second boss of each of the game's five stages. Past that point, a specific wave of tough enemies, several reviewers name Banshees specifically, floods the screen, and unless a run has assembled a narrow set of high-value upgrades by that stage, the run effectively ends there regardless of player skill. One long-time player with over 66 hours logged describes hitting this wall "like clockwork" at level 10 in nearly every run, and several others independently converge on the same diagnosis: a small number of standout items, the Bouncer weapon comes up repeatedly, are treated as close to mandatory, while a large share of the available upgrade pool, weapons and passives alike, are so weak or situational that picking them barely matters.

This is compounded by the size of the item pool itself. As players unlock more weapons, charms, and spells, the random upgrade offers become diluted with options that reviewers describe as either character-specific modifiers, stage-specific gimmicks like faster swimming, or flatly weak numeric bonuses, several call out "+5% gold" as an example of an upgrade that shouldn't exist at the rate it's offered. More than one reviewer explicitly asks for a way to ban or lock out unwanted items from the pool, a common quality-of-life feature in other games in the genre that Blood Dungeon currently lacks. Runs also end abruptly: killing a stage's third boss ends the run immediately rather than opening into an extended or endless challenge, which multiple reviewers single out as a missed opportunity given how satisfying a fully built-up character can feel by that point. To Messhof's credit, several reviewers note the developer is visibly active on the game's Discord, responding to bug reports quickly and pushing balance patches in response to community feedback, and at least a few negative-leaning reviews have since been updated to reflect improvements from post-launch patches.

Presentation, Price, and a Few Rough Edges

Where the reviews are close to unanimous is on Blood Dungeon's presentation. The hand-drawn, almost childlike art style is repeatedly called charming and distinctive, the character and enemy animations consistently draw laughs, and Thomas Hoey's drum-and-bass soundtrack is singled out by an unusually large share of reviewers as one of the best they've heard in a game this size. The developer includes a Streamer Mode that removes a small amount of non-sexual, cartoonish character nudity for those who'd rather avoid it, alongside an option to tone down the game's exaggerated gore. At an asking price under sixteen New Zealand dollars, reviewers repeatedly frame the value proposition as excellent, with plenty logging 20, 30, or even 100-plus hours, and Steam Deck support is officially verified and praised as a natural fit for the game's pick-up-and-play structure. A handful of reviewers flag visual readability as an issue, particularly during busy screens with heavy particle effects, with one colorblind player specifically noting difficulty spotting their own character against the game's glowing visual noise, and a couple mention occasional crashes or performance dips on the Windows build that didn't reproduce on Steam Deck.

Verdict

Blood Dungeon takes a well-worn genre and genuinely reinvents part of it, turning platforming and positioning into as meaningful a skill as build optimization, wrapped in Messhof's distinctive art, humor, and a soundtrack that reviewers can't stop praising. Where it stumbles is in the balance of its own systems: a difficulty wall around each stage's second boss, an upgrade pool diluted with weak or situational items, and a lack of any extended endgame leave a real gap between the game's excellent foundation and what players can currently do with it. Anyone drawn to bullet-heaven roguelites who wants more physical skill expression than the genre usually asks for should find plenty to love here, especially at this price, but should go in expecting real friction once a run pushes past its opening stretch, and should watch for the balance patches Messhof appears to be actively working on.

Pros and cons

Pros

  • A genuinely distinctive platforming-driven twist on the survivors-like formula, with climbable walls, ceilings, chains, and water that make positioning as important as firepower
  • Messhof's signature hand-drawn art and animation paired with Thomas Hoey's drum-and-bass soundtrack, both praised almost universally across the review base
  • An extremely low asking price relative to the dozens of hours many reviewers report, plus a developer that's visibly active in the community and already patching based on feedback

Cons

  • Widely reported balance issues create a hard difficulty wall around the second boss of each stage, where a swarm of tanky enemies overwhelms most builds regardless of skill
  • A huge item pool bloated with situational or near-useless upgrades that becomes more frustrating, not less, the more the player unlocks
  • No endless mode: runs end abruptly the moment the third boss falls, cutting the experience off right as a strong build starts to feel powerful

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 5.5 / 10
  • Value 8 / 10
  • Originality 8.5 / 10
  • Interface 6.5 / 10