Game review
Bloodwright
6.5 / 10
- Developer
- Grossly Incandescent Games
- Publisher
- Grossly Incandescent Games
- Released
- 28 July 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- One-time purchase, no in-game store, no IAP; a separate free demo is also listed on Steam
- Players
- None; fully single-player
The short version
Bloodwright asks a simple, tense question after every boss: go home with what you've found, or push one floor deeper for better loot and a bigger risk of losing all of it. Reviewers keep reaching for one specific visual comparison to describe how it looks doing that — old-school RuneScape — layered over combat multiple reviewers compare directly to Dark Souls. "Like dark souls if it had runescape graphics and roguelike elements," reads one review, and that's about as precise a summary as this genre gets.
This review read all 15 of the game's launch-week reviews in full, and what comes through clearly is a small, ambitious solo project running into real bugs rather than a design that doesn't work. A knockback bug that can launch players into an unrecoverable fall, a softlock near the escape elevator, and rocky third-party controller support are all specific, credible complaints — and this review found the developer had already shipped three patches addressing several of them within the game's first week, including one fixing the exact elevator issue a reviewer described two days earlier.
Biggest strengths
- A distinctive, specific visual identity multiple reviewers independently compare to old-school RuneScape, layered over Souls-like combat — a combination this review hasn't seen described quite this way before
- A genuinely tense risk/reward structure: deeper floors mean better loot and a real chance of losing everything you're carrying on death, with only stash items and permanent upgrades safe
- Real build variety praised by multiple reviewers, with weapons, armour, spells, and affixes that meaningfully change how a run plays
Biggest weaknesses
- A specific, corroborated knockback bug: multiple reviewers describe enemy hits launching the player character into an unrecoverable fall or through the floor entirely, with one detailed account leading directly to a refund
- Real, reported controller compatibility problems with DualSense and third-party controllers, including inputs registering doubled when emulated as an Xbox controller — one reviewer explicitly says they'd change their negative review to positive once this is fixed
- The very first day of launch was disrupted by the developer accidentally uploading the game's demo build over the full release, which this review confirmed via a same-day player report and the developer's own apology post — resolved quickly, but a rough first impression for early buyers
Who it's for: Souls-like and roguelite fans who don't mind launch-week jank in exchange for a genuinely tense risk/reward loop, and anyone charmed by the distinctive, low-poly RuneScape-adjacent visual style rather than put off by it.
Our recommendation: A reasonable pick for genre fans at this price, with the clear caveat that its first week surfaced real, sometimes progress-costing bugs — worth checking the patch notes for how far along the fixes are before committing a long run.
6.5 / 10
Roguelite dungeon crawlers live or die on one question: does the risk actually feel like a risk? Bloodwright answers that question directly. Beat a floor boss, and you choose — go home with what you've found, or descend one floor deeper for better loot and a real chance of losing everything you're carrying if you fall. This review read all 15 of the game's launch-week reviews in full, and what emerges is a small, distinctive project with a real identity, currently working through the kind of bugs a solo launch tends to surface.
A specific look, a specific comparison
Reviewers reach for one visual touchstone again and again, and it's not a common one for this genre. "I don't play roguelike or roguelite games but this game's RuneScape graphics style caught my eye," reads one review, going on to praise the procedural dungeons and weapon variety despite admitting the genre usually isn't for them. Another reviewer combines that observation with the combat feel in a single, precise line: "Like dark souls if it had runescape graphics and roguelike elements." A French-language review, translated, backs up the combat comparison specifically: "The souls-like feeling is definitely there, with the added chaotic side of loot and affixes for optimising your build... for this price it's not bad at all."
Risk that actually bites
The core loop draws consistent, specific praise for making its central gamble feel real. "Fun roguelike and salvage system saves you from getting stuck after a death reset," reads one review, pointing at a specific design choice — a permanent salvage stash separate from what's lost on death — that softens the loop's harshest edge without removing the risk entirely. Another reviewer, with over 15 hours logged, calls it simply "Fun challenging soulslike game." A reviewer new to the genre sums up the appeal after just two hours: "Really like that the dungeons are procedurally generated. From what I've seen so far, it has a great variety of armor and weapons too."
The bugs behind the score
This review's sample also surfaces a specific, corroborated technical problem worth taking seriously. One negative review describes it in detail: "the game is great and beautiful, but it has game breaking bugs that must be fixed. Like if you activate the elevator and jump down you are stuck, and you can fall in the void ignoring the floor and walls sometimes if an enemy hits you too hard." A separate reviewer independently confirms the second half of that report through a longer, more theatrical account of getting refunded after a single fireball knockback launched them "flying through the universe, into a land far, far away, never to land" — losing the run entirely to what reads as the same underlying physics bug.
This review checked the patch history for a response, and found a direct, dated one for at least part of the problem. Patch 1.1.5, posted 4 August — two days after the elevator complaint above — lists among its fixes: "Added the missing platform under the emergency escape elevator module," matching that specific report closely. The broader enemy-knockback-into-the-void issue doesn't appear explicitly resolved in the patch notes this review checked, so it's worth treating as a real, open risk rather than assuming it's fully fixed.
Controller support is a second real pain point. "Really want to give this game a shot but it refuses to work with my dualsense and my 8bitdo ultimate 2 wireless... thinks my controller is a mouse and controller so all inputs get doubled," reads one negative review, adding: "Would love to change this review to positive." A separate, much shorter review simply asks: "Please fix controller input on steam deck." Both read as genuine interest in the game blocked by a specific, fixable technical gap rather than dissatisfaction with the game itself.
A rocky first day, acknowledged directly
This review found one more detail worth reporting plainly. A Thai-language review, posted the day of launch and translated, describes buying the game and still seeing a demo build rather than the full release. That lines up exactly with the developer's own post from the same day, titled "Launch mixup!": "Sorry about the fumbled launch, when I uploaded an updated version of the demo I accidentally selected the wrong app ID and pushed it to the full game. The issue has been resolved now, sorry for the delay!" It's a small, honestly-owned mistake rather than anything more serious, and it was fixed the same day — but it's a real example of the kind of rough edge a solo launch can produce.
Final verdict
Bloodwright's core identity is genuinely appealing: a distinctive RuneScape-adjacent look wrapped around Souls-like combat and a risk/reward structure reviewers describe as satisfying rather than punishing for its own sake. What holds this review back from a stronger recommendation is a cluster of real, specific, currently-open bugs — a knockback issue that can end a run outright, and controller compatibility problems affecting a meaningful share of the sample — set against a developer who is visibly patching fast, having already resolved at least one of the exact issues reviewers reported within days.
Worth a look for genre fans willing to accept some launch-week risk of their own, with the honest suggestion to check current patch notes for how far the fixes have progressed before committing to a long run.
Players who want that same sense of a tense, meaningful risk/reward loop, built on a persistent world where progress is never as fragile as a single bad knockback, may also want to look at Wanderer.
Pros and cons
Pros
- A distinctive, specific visual identity multiple reviewers independently compare to old-school RuneScape, layered over Souls-like combat — a combination this review hasn't seen described quite this way before
- A genuinely tense risk/reward structure: deeper floors mean better loot and a real chance of losing everything you're carrying on death, with only stash items and permanent upgrades safe
- Real build variety praised by multiple reviewers, with weapons, armour, spells, and affixes that meaningfully change how a run plays
- A salvage system specifically praised for softening the sting of a death reset rather than sending players back to nothing
- A demonstrably fast-patching solo developer: three update rounds landed within the game's first week, including a fix that matches a specific bug a reviewer had reported two days earlier
- Fair pricing for the amount of build depth on offer, with no in-game store or IAP
Cons
- A specific, corroborated knockback bug: multiple reviewers describe enemy hits launching the player character into an unrecoverable fall or through the floor entirely, with one detailed account leading directly to a refund
- Real, reported controller compatibility problems with DualSense and third-party controllers, including inputs registering doubled when emulated as an Xbox controller — one reviewer explicitly says they'd change their negative review to positive once this is fixed
- The very first day of launch was disrupted by the developer accidentally uploading the game's demo build over the full release, which this review confirmed via a same-day player report and the developer's own apology post — resolved quickly, but a rough first impression for early buyers
- At least one reviewer flags boss health scaling ramping up quickly after floor five, turning gear progression into a real bottleneck rather than a smooth difficulty curve
- No AZERTY keyboard layout support at review time, flagged directly by a French-language reviewer
Screenshots
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BloodwrightImage: Grossly Incandescent Games via Steam -
BloodwrightImage: Grossly Incandescent Games via Steam -
BloodwrightImage: Grossly Incandescent Games via Steam -
How the review scores each part of the gameWanderer Editorial -
The game at a glanceWanderer Editorial -
The short versionWanderer Editorial