Info about Tarnished Blood 🩸 [Tactic RPG]:

Official game description:
🔴🟠🟡🟢🔵🤹🏻 EARLY ACCESS UPDATE LOG 🤹🏻🔵🟢🟡🟠🔴
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❗️ _click_ **READ MORE** _for update log_ ❗️  
**🛠️ UPDATE 4 🛠️**  
📌 Fixed Galvera and Caretaker armor sets having missing translation on attribute hover  
📌 Fixed text color of tribe names in tribe descriptions  
📌 Fixed Warden arrows spawning in wrong direction for 1 frame  
📌 Fixed distribution of upgraded Matriarchal Resonance  
📌 Fixed when the current Year of town is reset to 1 when starting new game  
📌 Fixed gamepad controls in towns inventory not starting correctly  
📌 Fixed Royal abilities having wrong descriptions  
📌 Slowdown had wrong description  
📌 Amazon/Royal/Divine tribes had always available the cheaper recipes for  
items from their "Special" building without needing to upgrade the  
building  
📌 While being swallowed by Maultigore one of options (attack the organs)  
gave wrong effect when succeeding roll  
📌 Fixed other minor bugs  
**🛠️ UPDATE 3 🛠️**  
📌 Streamlined how portals are placed.  
📌 Fixed player placing teleport on the gamepad  
📌 Fixed upgrading cost for boss-crafted weapons  
📌 Fixed Warden pushing back players outside of range  
📌 Fixed Warden Soul harpoons spawning outside of the area making invisible hitboxes  
📌 Fixed level-up screen eating EXP if the player quits to the menu while choosing a trait  
📌 Fixed RNG on leveling so that the character always gets the same level-up trait options  
📌 Changed "Handyman" and "Naked Fighting" traits applying when departing from town instead of just applying whenever the character's inventory changed  
📌 Changed "Iron Will" trait description to better indicate when the toughness is applied  
📌 Fixed character names being randomized if loading a save file from a fight that took more than 1 turn  
📌 Fixed crash on warden connected with him dying while pike attack was on the timeline  
📌 Fixed loaded fights were loading amour state from the moment the player quit to the menu instead of the beginning of the battle  
📌 Fixed crash on Caretaker when there was a pike attack in turn the boss was killed while the clone was present on the scene.  
📌 Fixed pike points not hitting Caretaker clone same turn it is summoned if some action before recalculates the timeline.  
📌 Fixed bug with Consumable Amazon Quest giving multiple rewards  
📌 Fixed bug with EXP Amazon Quest having the wrong description  
📌 Fixed Amazon achievements not working on Man who were born during the campaign  
📌 Fixed Sex Addict trait not working correctly, also buffed it and changed the wording on its description  
📌 Temporary fix to problems with menu and town inputs scrolling endlessly  
📌 Fixed pacifist debuff not saving  
📌 Fixed Petrify debuff not saving  
📌 Fixed petrified character being used for targeting during enemies' first turn  
📌 Fixed Soulbound trauma not working correctly  
📌 Fixed vines dealing damage with its tip even when destroyed after some recalculations  
📌 Fixed gathering resources as Divine tribe not checking if you have enough Protector Tears making it infinite  
**🛠️ UPDATE 2 🛠️**  
📌 Fixed town saves on quitting to the menu  
📌 Fixed "No Royal Left" event when 1 character left in town  
📌 Fixed Handyman trait not working properly  
📌 Fixed Lone Wolf trait not working properly  
📌 Fixed how the Brawler trait works  
📌 Fixed Caretaker clone crashing after hitting his mouth with harpoon(and harpoon line not working properly in that case)  
📌 Fixed Caretaker clone blood showing on real caretaker after tearing out harpoon  
📌 Fixed naming Tribe button not having the same fix as naming character button(WSAD not being possible to type after hovering something on Inventory UI)  
📌 Fixed healing event able to "use" last available character  
📌 Fixed Khepri Weaver Galvera Pike points being able to be chosen on her hidden hurtboxes  
📌 Fixed Khepri Weaver Galvera Sarcophagus spawning in wrong places after timeline recalculating  
📌 Fixed current Tribe screen showing the wrong state when clicked from town depending on current achievements  
📌 Increased character names and tribe name max letters from 9 to 15  
📌 Changed Curse Skulls to be slower and spawn less frequent  
📌 Changed the target point of Curse Skulls to the middle of the character instead of their feet  
📌 Changed max "Other" details on inventory screen to max 4 per page instead of 6  
**🛠️ UPDATE 1 🛠️**  
📌 We’ve identified and resolved the issue causing a massive frame rate drop during battles. Thank you for your feedback and patience while we worked on this fix. The game should now run much smoother across all configurations.  
📌 Fixed year 6 save from town created unusable save  
📌 Fixed quitting to the menu while fighting the final boss, which resulted in loading to a different fight  
📌 Fixed the unusable "back to menu" button on the campaign winning screen  
📌 Fixed quitting the menu on the campaign winning screen by pausing menu options  
📌 Fixed typos  
📌 Made credits go way faster  
📌 Black Clouds event fixed to avoid confusion on who got what and why  
📌 Fixed Crimson Shield knocking enemies away  
📌 Fixed Pike targets showing incorrectly on Warden  
📌 Fixed some minor animation details on Warden  
📌 Fixed missing break line in All Eyes On Me event  
📌 Fixed bug causing some keyboard characters to quit the process of naming characters  
📌 Fixed achievements after the final boss not being saved  
📌 Fixed game not saving in the village when quitting to menu
About the Game
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⚜️ 𝙵𝙴𝙰𝚃𝚄𝚁𝙴𝚂 ⚜️
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🔹 Highly inspired by **Kingdom Death: Monster** & **Your Only Move Is HUSTLE**  
🔸 Extensive system of traits, wounds, and traumas  
🔹 Time manipulation, reversal, and control  
🔸 Permanent body modifications, e.g. petrification, cut-off limbs, wooden arms & more  
🔹 Choose from four distinct tribes, each offering unique abilities and playstyles  
🔸 Hidden pieces of lore in bonus materials and item descriptions  
🔹 Dynamically changing gameplay through hunting events and settlement events  
🔸 High customizability of each run  
🔹 Each campaign unlocks distinct items, events, abilities, and bosses, continually enriching and diversifying your subsequent playthroughs.  
🔸 10h+ of gameplay per campaign  
🔹 Epic music score composed by Patryk Scelina
⚜️ 𝚃𝙸𝙼𝙴 𝙱𝙴𝙽𝙳𝙸𝙽𝙶 ⚜️
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Place actions on the Timeline to create epic combos and evade onslaughts of lethal attacks. Turn back time and make a note of predictions to correct any past mistakes and keep your hunters out of harm’s way! Mix, change, and reorganize your actions – you have full control over Time itself!  
⚜️ 𝙴𝙽𝚃𝙴𝚁 𝚃𝙷𝙴 𝙳𝙾𝙼𝙴 ⚜️
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Create a team of up to four warriors, arm them to the teeth, and start hunting. Each weapon and armor piece unlocks new skills so choose a strategy that best suits your playstyle… and that best counters each one of the enemy attacks.  
No atrocity is considered taboo in the world where gargantuan bloodthirsty Maultigores roam the valleys, and the deceitful Celestials control the time-space continuum. Enter the Dome to leave as the savior or give in to the Madness of the Old Ones…
⚜️ 𝚂𝙴𝚁𝚅𝙴 𝙰𝙽𝙳 𝙿𝚁𝙾𝚃𝙴𝙲𝚃 ⚜️
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Salvage resources from fallen enemies and bring them back to your village located under the protective canopy of the Protector. Use bones, guts, fat, and hide to craft new items, unlock powerful skills, and expand your buildings to sustain the defensive field of the Tree.  
⚜️ 𝙿𝙾𝚆𝙴𝚁 𝙲𝙰𝚁𝚅𝙴𝙳 𝙸𝙽 𝙵𝙻𝙴𝚂𝙷 ⚜️
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Petrification, Broken Jaws, Mutilated Genitalia, Gynophobia, Bipolar Disorder… Each playthrough, you will encounter different events, traumas, skills, body modifications, and weapons that will permanently change your warriors – and your strategy. Hopefully, one day you will uncover the secret of the Dome and remove the shackles restraining the Ancient One.
⚜️ 𝚃𝙸𝚃𝙰𝙽𝚂 𝙾𝙵 𝙼𝙰𝙲𝙰𝙱𝚁𝙴 ⚜️
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Gargantuan bosses are the core Tarnished Blood! Slay beautifully horrible, hand-drawn monsters straight from your nightmares! Mutated and frenzied chimeras dwelling under the ground, deceitful and mesmerizing Celestrials, twisted living jungles, and much, much more!  
Oh, and each boss has multiple forms with different attack patterns, skills, and tricks!  
⚜️ 𝚁𝙴𝚆𝚁𝙸𝚃𝙴 𝚃𝙷𝙴 𝚃𝙰𝙻𝙴 ⚜️
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Before each skirmish, you will resolve a series of events that may turn the incoming battle into a walk in the park… or a one-way visit to hell. Before you decide which path to take, take your hunters’ stats, traits, traumas – and even genders! – into consideration. After all, you wouldn’t want to enter a fight blind, would you?  
Choose from the different tribes, tailoring their unique abilities and playstyles to complement your hunters' strengths and weaknesses. Will you focus on nurturing and ensuring each Ritual of Seven Senses is a success, leading to the birth of healthy offspring, or will you lean towards a more aggressive approach, enhancing your capability to deal more damage and crush more bones?  
turn-based, dark fantasy, rpg, roguelike, roguelite, difficult, singleplayer, strategy, tactical, horror, gothic, isaac, iratus, stoneshard, peglin, darkwood, crpg, tactics, party based, dead cells, noita, halls of torment, planescape, into the breach, replay value, violent, gore, brutal, dark souls, elden ring, thronefall, steamdeck, deck, Ys x, legacy, monster hunter, dragon age, veilguard, wukong, baldur, meta, starve, silent, keeper, core, hunt, lies, final, lethal, elder, frostpunk, dark, backrooms, zomboid, balatro, darkest, dungeon, witch, hell, hades, vampire, survivors, cthulhu, lovecraft, valheim, buckshot, barotrauma, cult, pilgrim, xcom, x com, x-com, bannerlord, banner, mount, blade, skul, dwarf fortress, witcher, dishonored, devour, hollow, teardown, cuphead,

Release date: 2 Oct, 2024

Categories: Tactical RPG, Roguelike, Time-based Mechanics, Resource Management, Base Building, Party-based Combat, Character Customization, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Unique, engaging, and satisfying gameplay (weight 0.95): The game features a unique and engaging blend of strategy, monster hunting, and roguelike elements, with a time-control combat system that adds depth and encourages experimentation. Combat is fluid and satisfying, and the core gameplay loop is addictive, making each victory feel well-earned.
- Similar to YOMI Hustle (weight 0.66): The game's combat system shares similarities with YOMI Hustle, adapting its mechanics for team-based battles against bosses. This offers a familiar yet distinct experience for players acquainted with the latter.
- Dark fantasy setting and aesthetic (weight 0.26): The game features a dark fantasy setting enhanced by a unique art style, detailed environments, and nightmare-inducing enemy designs. The bizarre and grim atmosphere contributes to the overall immersive experience.
- Unique concept, rewarding progression (weight 0.11): The game presents a novel and unique concept that becomes more enjoyable as the systems are understood. Character progression and skill development feel rewarding, enhancing the overall experience.
- Rewind and replay strategic options (weight 0.11): The game features a turn rewind mechanic for strategic planning and a replay system to review battles. These features allow players to analyze and refine their strategies.
- Level up and customize characters (weight 0.05): Characters can be leveled up and customized with unique skills, such as digging, creating portals, or building foundations. This allows for strategic character development and diverse combat approaches.
- Developer actively fixing bugs (weight 0.05): The developer is actively patching the game to fix bugs at a rapid pace. This indicates a commitment to improving the game and addressing player concerns.
- Enjoyable hunt preparation/journey aspects (weight 0.05): The hunt preparation and journey aspects, along with dynamic events in hunts and settlements, contribute positively to the overall gameplay experience. These elements add depth and variety to the game.
- Soulslike difficulty, no reflexes needed (weight 0.05): The game's difficulty is comparable to Soulslike games but does not require fast reflexes, making it more accessible to players who struggle with manual dexterity. This allows a wider audience to enjoy a challenging experience.
- Option to remove Root mechanic (weight 0.05): The option to remove the Root mechanic is a positive change, allowing for more movement testing and player accountability for mistakes. This provides players with more control over their gameplay experience.
- Attack-dig-dodge strategy effective (weight 0.05): The 'attack-dig-dodge-repeat' strategy is effective for most bosses, indicating a clear design intention for players to avoid taking multiple hits. This encourages strategic planning and execution in combat.

Common complaints:
- Unbalanced difficulty, unfair encounters (weight 0.43): Players feel the game is unbalanced, with encounters that are too difficult and unforgiving, especially early on. Some events and damage scaling feel off, leading to frequent deaths and a sense of unfairness.
- Game-breaking bugs, lost progress (weight 0.41): Players report experiencing crashes, freezes, and other bugs that can lead to lost progress and the need to replay sections. These technical issues significantly impact the player experience and make completing runs difficult.
- Limited content, short playthroughs (weight 0.33): The game's content feels limited, with short playthroughs that don't allow for full exploration of settlement and character progression mechanics. Players express concern over the lack of content variety and the abrupt ending after only a few fights, hindering long-term engagement.
- Steep learning curve, poor tutorials (weight 0.29): The game suffers from a steep learning curve due to poor tutorials and a lack of clear explanations for core mechanics. Players find themselves struggling to understand the complex systems and must resort to experimentation, leading to frustration.
- Disturbing sexual violence content (weight 0.11): The game contains instances of sexual violence that some reviewers found objectionable and lacking sufficient foreshadowing. This content can be distressing and negatively impact the player's experience.
- Clunky, punishing 'root' mechanic (weight 0.11): The 'root growth' mechanic, intended to prevent infinite rewinding, is seen as clunky and punishing, limiting tactical options. The core mechanic of undoing actions is poorly explained and confusing.
- Misspellings in UI (weight 0.05): The game contains misspellings in the UI and needs spellchecking. This detracts from the overall polish and professionalism of the game.
- Unappealing character art style (weight 0.05): The art style, particularly the human character designs, is considered off-putting and may not appeal to a broad audience. This detracts from the overall aesthetic experience.
- Unclear stat descriptions (weight 0.03): The meaning of stats like "lucky", "strength", and "potency" are unclear. This makes it difficult for players to make informed decisions about character development.
- Underwhelming stat training (weight 0.03): Training certain stats feels underwhelming and inefficient, making equipment buffs a better alternative. This reduces the incentive to engage with the stat progression system.

Gameplay feedback:
- Tactical, timeline-based boss combat (weight 0.49): The core gameplay revolves around tactical, timeline-based combat against bosses. Players strategically plan hunter actions, predict enemy attacks, and manipulate time to maximize damage and avoid threats. This involves managing a team of hunters with unique abilities and weapons to target specific body parts of the boss.
- Boss souls unlock movement abilities (weight 0.17): Boss souls grant unique movement abilities. These abilities, such as double jumps, digging, or creating platforms/portals, consume movement points and offer strategic advantages for positioning and evasion during combat. However, some souls are considered less useful than others.
- Settlement management and crafting (weight 0.16): Players manage a settlement and its inhabitants to support the hunts. This involves gathering resources from defeated monsters, crafting equipment, improving buildings, and managing tribe reproduction to replenish hunters. Resources like bones, organs, fat, and animal skins are used to craft new items.
- Deep party customization and management (weight 0.15): The game features deep party customization and team management. This includes balancing traits, addressing injuries, leveraging each hunter’s strengths, and evolving characters through scars earned in combat. Characters are not tied to classes but to perks and path features, allowing for flexible builds, however characters can permanently die.
- Dice roll skill checks (weight 0.1): The game incorporates dice roll skill checks, similar to classic RPGs. These dice rolls influence gameplay, particularly during expeditions where players choose from sub-expeditions with varying difficulty levels determined by a d10 dice roll, which can be influenced by perks.
- Limited gear set variety (weight 0.05): Craftable gear sets are limited, with only one themed set per campaign regardless of the monster hunted. Armor sets primarily vary in appearance and stat bonuses, lacking unique effects that significantly alter gameplay.
- Diverse monster designs/patterns (weight 0.05): The game features a variety of monsters with unique appearances, arenas, and attack patterns. This variety encourages players to adapt their strategies and experiment with different team compositions and abilities to overcome each challenge.
- Factions offer unique playstyles (weight 0.05): There are four factions or tribes in the game, each offering different ways to strengthen the hunting party. These factions provide unique abilities and playstyles, allowing players to customize their approach to combat and resource management.
- Harpoon mechanic with limitations (weight 0.05): Harpoon distance scales with strength, providing a ranged attack option. However, certain actions like digging or entering a portal cause the hunter to lose the harpoon, adding a tactical consideration to its use.

Performance notes:
- Cursor disappears on Steam Deck (weight 0.03): On Steam Deck, the cursor sometimes disappears, forcing players to switch to mouse mode to locate it. This is a specific usability issue on that platform.
- Runs well on Steam Deck (weight 0.03): The game runs well on Steam Deck during fights. This indicates good optimization for the device during graphically intensive sequences.

Recommendations:
- Recommended for specific RPG players (weight 0.55): Many reviewers recommend the game, especially to players who enjoy challenging, tactical RPGs with time-based mechanics and dark fantasy settings. Several reviewers draw comparisons to games like Darkest Dungeon and Kingdom Death: Monster, suggesting a niche appeal for fans of those titles.
- Anticipation for future content (weight 0.18): Reviewers express excitement for future content and improvements, noting the game's potential. They suggest adding more content, such as modifiers, events, and resources, as well as quality-of-life improvements to enhance accessibility and depth.
- Try the demo first (weight 0.05): Multiple reviewers suggest trying the demo to get a feel for the game before purchasing. This allows players to experience the gameplay firsthand and determine if it aligns with their preferences.
- Core gameplay loop concerns (weight 0.03): One reviewer suggests that while tweaking monster stats and rebalancing weapons might help, the core gameplay loop is unlikely to change significantly. This suggests a concern that fundamental issues may persist despite potential adjustments.
- Add setting for triggering content (weight 0.03): One reviewer suggests adding a setting to disable a specific scenario that some players may find triggering. This highlights the importance of considering player sensitivities and providing options for customization.
- Trackpad for Steam Deck menus (weight 0.03): One reviewer recommends using the trackpad as a mouse for menu navigation on Steam Deck. This is a specific usability tip for players using that platform.
- Positive, but vague sentiment (weight 0.02): One reviewer describes the game as 'sick' in a positive way, indicating strong enjoyment. This is emotional language without specific details.

Other player notes:
- Dark, bizarre, body horror theme (weight 0.15): The game features a dark fantasy world with body horror elements and themes similar to Kingdom Death: Monster, H.R. Giger's works, Trials of Fire, and Made in Abyss. The world is bizarre, hostile, and may contain potentially triggering subjects.
- Enjoyable, unique art style (weight 0.05): The reviewer notes that the game is in Early Access, which they typically avoid. However, they find the unique art style enjoyable and motivating to return to the game.
- Divine tribe bug halts progression (weight 0.03): A bug with the Divine tribe allows infinite stardust gathering but prevents procreation or training. This significantly impacts gameplay progression and resource management for that tribe.
- Unclear 6-year time limit (weight 0.03): The game imposes a 6-year time limit that is not clearly communicated to the player until they encounter the Warden. This lack of transparency can lead to unexpected game overs and player frustration.
- Game nearly complete, more content (weight 0.03): The game is described as nearly complete, with a sufficient number of bosses and battles already implemented. The developers plan to add even more content in the future.

Emotions:
No emotions}