Info about ALTEREDBLOOD+ [AB+]:

Official game description:
Roadmap
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EARLY ACCESS LAUNCH 0.1 FEATURES
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*   3 Story Episodes, a total of 6 Missions descending into MOTHER’s depths.
*   Hub world with Mission select and difficulty settings.
*   “Gravekeeper” Wave Survival mode, with 3 Wave Survival Arenas.
*   4 Weapons & 1 Knife with unique Altered mechanics.
*   6 Foes with unique Altered variants.
*   1 Chapter Boss.
*   Customisable BLOOD Colours.
*   Customisable Player Colours.
*   Online Global and Friends Leaderboard.
**After Early Access Launch, AB+ updates will take the form of:** 
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*   Large Content Updates (Episodes or Full Chapters) 
*   Gravekeeper Updates (New Arenas)
*   Localisation Updates
*   State of the game Reworks & Bugfixing
**Customisation**
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About the Game
==============
A fusion of splatter-based combat from games like _Splatoon_ and FPS classics like _Doom and Quake_, _ALTEREDBLOOD+ (AB+)_ is a **Movement-FPS-Platformer where Splattered BLOOD is a resource** and **Positioning is vital to staying alive**.
**Cover** arena walls and floors **in your foe’s BLOOD**. **Soak up BLOOD** to regenerate **Ammo and Health**. **Stand** in that BLOOD to **ALTER Yourself and your Weapons.**
_Bring directionality to your ultra-violence:_ **Deal damage** to **Splatter their BLOOD** over the surfaces directly behind and around them.
Kill, and they burst into **a shower of Gibs**, spreading more BLOOD for your exploitation.
**Soak up BLOOD** by Sliding, Dashing and Stomping on BLOOD Splatter. 
Soaking up BLOOD gives you **Health and Ammo**, keeping you in the fight.
Watch where you stand: **Weapons become ALTERED when you stand in BLOOD**, gaining powerful effects to dominate your foes. Each weapon comes with its own unique interaction with BLOOD and Movement; master and push them to their limits.
_YOU move through MOTHER, as though a part of HER._
**Pass through obstacles** like Liquid, fight faster, leap higher. **You become ALTERED when standing in BLOOD.**
Traverse MOTHER’s depths by _B-hopping, Air-Strafing, Surfing, Trimping, Rocket jumping and more._
Inspired by movement tech in classic FPS, ALTEREDBLOOD+ features a range of movement mechanics to learn and master.
**_Customise your movement experience: CLASSIC and MODERN Air-Control settings are available._**
**GAMEMODES**
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_**STORY MISSIONS**_
_Embody her REAPER_
Play through the Missions of AB+, discover new weapons, encounter new enemies, and learn the ways of the ALTERED as you progress. 
From claustrophobic encounters to massive scapes. B-hop, rocket jump, and fight your way through MOTHER.
_**SURVIVAL <GRAVEKEEPER> MODE**_
Push AB+’s combat to its limits. Unlock weapons in Story missions before bringing the Fight to relentless waves in Gravekeeper Mode.
Gravekeeper mode features a set of Survival levels. Spill blood, Feed MOTHER, survive.
_All game modes come with Friends & Global Leaderboards_
**\[BECKON OUR EXTINCTION\]**
-----------------------------
_3242 CE:_
**We launched MOTHER, a self-replicating megastructure towards the galactic centre.**
_4,199,245,344,263,242,348,389,893,582,349,373 CE:_
**MOTHER has consumed 99.99999997% of the Observable Universe.**
**Humanity dwells in the remaining space. \[PARASITES\] Carving into MOTHER, gorging on her BLOOD.**
**MOTHER created YOU to stop them.**
**BECKON {OUR} EXTINCTION**
\-

Release date: Nov 4, 2026

Categories: Movement Shooter, First-Person Shooter, Arena Shooter, Platformer, Resource Management, Wave-based Survival, Speedrunning, Character Customization


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $9.99 - $14.99
  - Reasoning: Reviewers repeatedly describe the game as extremely worth the current $9.99 price, and one explicitly says it feels too cheap. This supports treating $9.99 as the lower bound of a fair base-game range, with some justified headroom above it. Because no reviewer names a specific higher price, the upper bound is kept conservative at $14.99.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: N/A
  - Session length: N/A
  - Endgame: N/A
  - Reasoning: One report confirms completing the game but gives no total hours. Another says the game ends after the boss, suggesting short content but no duration. The only explicit durations are 1.7 hours of Early Access playtime thus far, which is not a completed run or average session length, and about one hour for the final boss, which is not endgame/post-story time. No review provides average session length or endgame hours, so all playtime metrics remain null.
- Time-to-fun:
  - Summary: Players report early tutorial friction, but enjoyment builds as mechanics are introduced through encounters and complexity ramps up.
  - Stance: Clicks after
  - Anchor: Encounter-to-encounter mechanic introductions that drive a satisfying complexity ramp
  - Time to anchor: N/A
  - Friction: Frontloaded information and text-heavy tutorials; Tutorial inadequately communicates core mechanics; Forgotten earlier mechanics such as wall jumping and time stop; World-space text blocks interrupt flow
  - Unlock drivers: Mechanics introduced from encounter to encounter; Gradual, satisfying increase in complexity; Difficulty and learning curve balanced to avoid frustration; Exciting fight design that tests all player mechanics
  - Conditions: As the game goes on; When mechanics are taught through encounters; When difficulty and learning curve remain non-frustrating; For players who enjoy searching for secrets and room details
- 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:
- Overall positive reception (weight 0.89): Players broadly praise the game as fun, amazing, and worth buying, especially for early access. Many consider it a breath of fresh air and full of potential.
- Excellent movement system (weight 0.85): The movement is consistently described as crisp, fluid, fast, and satisfying, with many techniques and a gliding feel. It is a standout feature that rivals or exceeds similar games.
- Great art style and visuals (weight 0.82): The art direction is awesome, with a unique aesthetic and stylized character designs that communicate information clearly. The visuals contribute to a strong, coherent artistic vision.
- Unique blood mechanics (weight 0.6): The blood system is praised for granting ammo, health, and altered states, creating a satisfying feedback loop that encourages constant movement. The tradeoff between consuming blood and gaining buffs adds depth.
- Strong Ultrakill inspiration (weight 0.6): Frequent comparisons to Ultrakill highlight the game as a worthy rival or spiritual successor, combining elements from Ultrakill, DOOM Eternal, and Splatoon. It scratches the same itch while maintaining its own identity.
- Satisfying gunplay and combat (weight 0.59): Guns are responsive and great, with melee combat feeling satisfying through dashing, parrying, and executing. The arsenal flows well and enemies require strategic approaches.
- Fun and fluid gameplay loop (weight 0.43): The gameplay loop is satisfying, fast, and action-packed, encouraging constant movement and on-the-fly decision-making. Jumping into hordes with guns blazing is fun but never mindless.
- Enjoyable music and sound (weight 0.43): The soundtrack, often described as drum and bass or hard-hitting, is a highlight, along with enjoyable sound design. Players frequently praise the OST.
- Intuitive and balanced mechanics (weight 0.42): The game is easy to understand with intuitive mechanics and a well-balanced difficulty curve. The tight ammo economy and encounter design encourage the right type of gameplay.
- Strong story and worldbuilding (weight 0.41): The story is minimal but weighty, delivered through in-game interactions, and the worldbuilding is interesting. The megastructure setting and dystopian vibe add to the atmosphere.
- Well-designed arenas and secrets (weight 0.3): Arena stages are engaging to weave through, with out-of-the-way secrets that reward exploration. The environment challenges maneuvering around jagged ledges at high speed.
- Customizable character options (weight 0.28): Players appreciate the ability to customize character colors and blood color, adding personalization. The customizable furry robot character is also enjoyable.
- Engaging atmosphere and tone (weight 0.24): The atmosphere draws players in, combining existential dread with a desire to spill blood. The tone is awesome and the game has strong personality.
- Engaging boss fights (weight 0.18): The boss is described as genuinely amazing, testing player mechanics adequately and keeping players on their toes. Boss encounters are a highlight of the experience.
- Developers responsive to feedback (weight 0.17): Developers listen to player feedback and have implemented demo suggestions, including a failsafe for a checkpoint bug. This responsiveness is appreciated.
- Slow motion mechanic adds depth (weight 0.16): A slow motion toggle bound to the E key helps players manage fast-paced chaos, draining stamina for balance. It adds a layer of strategy and vulnerability if overused.
- Weapon progression feels rewarding (weight 0.16): The initial two weapons are liked, and the third weapon makes the game much more fun. New mechanics are introduced gradually, ramping up complexity satisfyingly.
- Furry art style appreciated (weight 0.16): The furry art style is incredible and the stylized character portrait on the HUD is a nice touch. It adds to the game's unique identity.
- Endless mode for practice (weight 0.15): An Endless Mode and Gravekeeper mode are included, providing opportunities to practice skills and enjoy additional content.
- Altered gun mechanic promising (weight 0.09): The altered gun mechanic, especially with the penultimate weapon, offers interesting decision-making in late stages. It enhances weapon power and abilities when touching blood.

Common complaints:
- Poor tutorial pacing and communication (weight 0.36): The tutorial frontloads too much information and fails to adequately communicate core mechanics. Players get little time to practice before being overwhelmed with new text, and important mechanics like wall jumping and time stop are easily forgotten.
- Repetitive and samey level design (weight 0.31): Levels lack visual variety, with most areas featuring similar white blocky environments. Only later levels show some distinct identity, making it hard to distinguish between scenes.
- Unclear navigation and direction (weight 0.24): Players struggle to determine their location and where to go, both in general and in story mode. This leads to confusion and frustration during exploration.
- Limited content in early access (weight 0.23): The game has less content than comparable titles like ULTRAKILL because it is newly released in early access. This includes a short length and missing story and lore beyond the opening cutscene.
- Blood charge UI issues (weight 0.19): The Bloodletter charge indicator is tucked in a corner, making it hard to monitor. Annoying '+1 charge' popups appear when soaking blood without full charge, and teleporting with the sword does not collect blood along the way.
- Knife lunge inconsistency (weight 0.17): The knife sometimes lunges without dealing damage or parrying, and can double-lunge without extra input. This inconsistency disrupts combat flow.
- Tedious level flow and empty spaces (weight 0.17): Levels require running to the end of the room to trigger fights, which is tedious especially in harder arenas. Non-combat scenes are large and empty, existing only for traversal.
- Basic enemies and simple weapons (weight 0.16): Enemies and weapons are considered basic and simple, lacking depth. This may reduce long-term engagement for some players.
- Grate mechanic hinders momentum (weight 0.15): The grate mechanic is seen as an inconvenience that breaks momentum during arena fights. Its benefits are unclear compared to simply continuing to attack.
- Checkpoint bug with locked door (weight 0.1): A bug can cause falling into a hole to lead to a checkpoint with a locked door, potentially soft-locking progress. This is a critical issue that needs fixing.
- High damage with limited healing (weight 0.1): Players take significant damage but have few healing options, sometimes with no way to recover health during fights. This can make combat overly punishing.
- Mechanics feel derivative of Ultrakill (weight 0.09): Core mechanics like blood healing and movement are perceived as directly copied from Ultrakill, reducing originality. Some players find this lack of innovation disappointing.
- No save system mid-level (weight 0.09): Quitting mid-level forces players to replay earlier levels because there is no save system. This can be frustrating and time-consuming.
- Performance drops in certain areas (weight 0.09): The game experiences frame rate drops in areas where performance issues are unexpected. This can hinder the overall experience.
- Ammo runs out too easily (weight 0.09): Ammo is depleted too quickly during combat, forcing players to frequently switch weapons or scavenge. This can disrupt combat flow.
- Final boss too lengthy (weight 0.09): The final boss fight can take an hour to complete, which some players find excessively long and tedious. This may deter players from finishing the game.
- Overall unpolished feel (weight 0.09): The game is described as rough around the edges, indicating a lack of polish in various aspects. This affects the overall quality perception.
- Boss fights need balancing (weight 0.09): Boss fights are perceived as unbalanced, potentially being too difficult or too easy. This affects the overall combat experience.
- Wall-slip gimmick underutilized (weight 0.08): The wall-slip gimmick is used less frequently in later levels, making it feel underdeveloped. Players may expect more consistent use throughout the game.

Gameplay feedback:
- Core movement shooter identity (weight 0.97): The game is fundamentally a movement-based first-person shooter with high-speed maneuvering central to gameplay, drawing comparisons to Ultrakill, Doom Eternal, Titanfall, and Warframe.
- Blood-based resource loop (weight 0.49): Blood serves as a core resource: sliding through blood pools refills health and ammo, and being covered in blood triggers the ALTEREDBLOOD system that grants buffs and abilities, creating a feedback loop where blood equals ammo.
- Advanced movement techniques (weight 0.44): Movement includes wall jumps, air dashes, stomp hops, bunny hops, crouch sliding, double jumping, air-strafing, autohop, trimping, ground slams, and dash jumps, offering many options.
- Combat and boss fights (weight 0.42): The game features fast-paced combat with basic enemies and boss encounters that require strategy and varying approaches; the current content includes two chapters and one boss.
- Weapon variety and interactions (weight 0.41): The game offers multiple weapons, including shotguns, with interactions with blood and an arsenal designed so weapons flow within each other; there is also a Bloodletter charge mechanic and an altered gun mechanic.
- Melee combat integration (weight 0.37): Melee combat includes dashing, parrying, executing, knife lunges, teleportation with a sword, and knife reflect mechanics, and is a necessary part of combat alongside gunplay.
- Character color customization (weight 0.29): Players can customize character colors, including blood color, and a HUD shows a stylized character portrait.
- Arena and room progression (weight 0.22): Arenas are triggered by reaching the end of a room, and non-combat scenes require running through them; multiple challenge routes lead to objectives.
- Game modes (weight 0.22): The game includes a story mode, an endless mode, and a 'Gravekeeper' mode available with the demo.
- Altered state abilities (weight 0.19): When in the altered state, players gain enhanced weapons and abilities, can phase through grates and surfaces, perform super high jumps, and receive infinite stamina tied to status effects.
- High difficulty setting (weight 0.17): A hard difficulty setting is available for players seeking a challenge.
- Time manipulation mechanics (weight 0.17): Slow motion can be toggled with the E key and drains stamina; time stop is also available in conjunction with wall jumping.
- Secrets and hidden details (weight 0.16): Secrets and hidden details are placed throughout rooms and maps, rewarding exploration.
- Projectile deflection mobility (weight 0.1): Deflecting projectiles grants mobility, adding a skill-based movement option.
- Grate phasing mechanic (weight 0.1): Grates allow players to phase through floors, opening up traversal and combat options.
- Story through interactions (weight 0.09): The story is conveyed through in-game interactions rather than cutscenes.
- Fundamentals over style (weight 0.09): The game emphasizes movement and weapon/environment usage fundamentals over stylish combos.

Performance notes:
- Mixed performance reports (weight 0.23): Some players experience performance drops in areas where they shouldn't, while others report great performance, including on low-end PCs. The feedback is split, indicating inconsistent performance across different setups.

Recommendations:
- Ideal for Ultrakill fans (weight 0.26): Multiple reviewers recommend the game specifically for players who have enjoyed ULTRAKILL and want more of the same experience.
- Strong value for money (weight 0.25): Reviewers emphasize that the game is extremely worth it at its current price tag, with some calling it 100% worth the money.
- Simple recommendation to buy (weight 0.15): Some reviewers give brief endorsement to get the game, such as 'game good get it' and 'please buy it'.
- Appeals to movement shooter fans (weight 0.11): The game is recommended for players who enjoy movement shooters or high-octane action.
- Good for retro shooter enthusiasts (weight 0.1): One reviewer recommends it for people who like retro shooters, highlighting its appeal to that niche.
- Unique and welcome FPS (weight 0.1): Described as a unique and welcome FPS game that is worth trying.
- Worth checking out (weight 0.09): A reviewer states the game is worth checking out, indicating general positive interest.
- High replay value (weight 0.09): One player says they would play again even after reincarnation, suggesting strong replayability.
- Encourages support for indie art (weight 0.09): A reviewer urges support for great art and games by gamers for gamers, specifically supporting Altered Blood.
- Wholehearted recommendation (weight 0.09): A reviewer wholeheartedly recommends this game, showing strong positive sentiment.
- Try and support the game (weight 0.09): One reviewer suggests trying the game and giving it support, encouraging others to give it a chance.

Other player notes:
- Frequent Ultrakill Comparisons (weight 0.8): Many reviewers compare the game to Ultrakill, citing similar movement mechanics such as ground-slamming and blood-based healing. It is often described as a spiritual successor or a game that scratches the same itch.
- Compared to Quake and Doom (weight 0.37): Reviewers also liken the game to classic Quake and Doom, with one noting it feels 'more Quake than DMC.' The movement system is praised for capturing the essence of these arena shooters.
- Early Access with Limited Content (weight 0.3): The game is currently in early access and only has two chapters and one boss, which some players feel is less content than Ultrakill. However, the core movement gameplay is already well-received.
- Demo Played Before Purchase (weight 0.2): Some players tried the demo before buying, and a demo is available for others to test the game. A 'Gravekeeper' mode also came with the demo.
- Titanfall Wall Run Feedback (weight 0.09): The wall running mechanics are compared to Titanfall for their satisfying feedback, indicating that the movement system draws inspiration from multiple sources.
- Similar to Ultrakill but Easier (weight 0.09): One reviewer notes that the game is similar to Ultrakill but less difficult, making it more accessible to a wider audience.
- Developer on High Score Boards (weight 0.08): A developer appears on the high score boards, showing active involvement with the community. This is seen as a positive sign of engagement.
- No Chinese Language Support (weight 0.08): Chinese language support is not available, which may be a barrier for some players. This is a notable accessibility issue for the Chinese audience.
- Developers Praised (weight 0.08): The developers are praised for their work, likely due to their engagement and the quality of the early access build.
- Store Page Undersells Uniqueness (weight 0.08): One reviewer feels the store page does not convey how unique the game is, suggesting that the marketing materials could better highlight its distinctive features.
- Compared to CICADAMATA Movement (weight 0.08): The movement mechanics are compared to CICADAMATA, indicating another source of inspiration for the game's traversal system.
- Quake and Source Air-Strafing (weight 0.08): Classic Quake and Source air-strafing techniques are present, appealing to fans of those movement systems. This adds depth to the gameplay for skilled players.
- Genji Simulator Comparison (weight 0.07): The game is humorously compared to a 'Genji simulator,' likely referencing the character from Overwatch and its mobility-focused gameplay.
- Warframe Movement Similarity (weight 0.07): One reviewer notes that the movement system is similar to Warframe's, suggesting another inspiration for the game's traversal mechanics.
- Story to Look Forward To (weight 0.07): A story is present and players are looking forward to its continuation in the full release, indicating that the narrative is a draw for some.

Emotions:
- Excitement (weight 0.17): Players are excited by the excellent combat, movement, and the blood-ammo feedback loop that makes the game thrilling. The third weapon adds variety, and the accessible slow-motion mechanic combined with stamina creates satisfying depth. Boss fights test their skills and leave them eager for future updates and where the game will go.
- Frustration (weight 0.12): Frustration stems from taking heavy damage without healing options and running out of ammo during combat. Movement shooter challenges, especially the final boss taking an hour, and same-y levels that are hard to navigate add to the irritation. Tutorials frontload information without communicating core mechanics, and losing progress due to no mid-level saves forces replaying earlier levels.
- Satisfaction (weight 0.12): Players feel satisfied because the game is very good and worth it even in early access, living up to expectations. The fluid movement system, weapon arsenal, and melee combat with dashing, parrying, and executions provide a fun and smooth experience. Overcoming challenges and hurdles in fun zones with a great soundtrack and setting enhances the satisfaction.
- Enjoyment (weight 0.09): Enjoyment comes from the fun gameplay, great guns, unique blood mechanics, and crisp movement. The music and sound design, along with the visuals and tone, create a fun overall experience. The combination of Ultrakill and Doom Eternal-style gameplay in the demo makes it easy to understand and enjoyable.
- Disappointment (weight 0.06): Disappointment arises from mechanics feeling directly ripped from Ultrakill and a lack of feedback in wall run mechanics. Non-combat scenes are too large and empty, and the early access content is short with missing story. These issues leave players wanting more polish and originality.
- Hope (weight 0.06): Players have hope because the game has potential and they look forward to what the developers are cooking. They want the game to get the attention it deserves and are excited for new content and continued developer work. They believe in the game's future potential.
- Annoyance (weight 0.05): Annoyance is caused by having to run to the end of the room to trigger harder arena fights, which breaks pacing. Knife jank and bloodletter charge popups are irritating, and a bug where teleporting past blood and checkpoints occurs adds to the annoyance.
- Fun (weight 0.05): Players find the game fun due to responsive guns, intuitive mechanics, and great controls. The smooth combat and movement make the gameplay enjoyable overall.
- Confusion (weight 0.03): Confusion arises from a lack of direction on where to go and unclear navigation in story mode. Players struggle to find their way, which hampers the experience.
- Adoration (weight 0.03): Players adore the game's story, setting, music, and especially its gameplay. The game's personality and style resonate strongly, creating a deep affection for the overall experience.
- Appreciation (weight 0.03): Appreciation is felt for the crisp movement gameplay and the developers' responsiveness in implementing player feedback from the demo. This shows care for the community and improves the game.
- Admiration (weight 0.03): Players admire the care put into gamefeel and the developers' passion. The passion and artistic vision visible in the game evoke admiration for the creators' dedication.
- Love (weight 0.03): Love is expressed for the movement system and the combination of furry characters, fast gameplay, and visual style. These elements create a strong emotional connection to the game.
- Enthusiasm (weight 0.03): Enthusiasm is driven by the demo convincing the reviewer to want the game and the game being 'absolutely fire' with a distinct art style. The demo's quality generates strong eagerness for the full release.
- Refreshed (weight 0.02): The game feels like a breath of fresh air after Ultrakill, offering a new and revitalizing experience that renews players' interest in the genre.
- Mild frustration (weight 0.02): Mild frustration is caused by performance drops in certain areas, which detract slightly from the otherwise smooth experience.
- Anticipation (weight 0.02): Players are looking forward to the full release and story, eager to see how the game develops and concludes.
- Hatred (weight 0.02): Hatred is directed at the evil laser guy enemy, which likely provides an unfair or overly punishing challenge that players despise.
- Intrigue (weight 0.02): Intrigue is sparked by the blood-as-regeneration mechanic that pushes the player to go deeper into combat, encouraging aggressive play and exploration of the mechanic's depth.
- Immersion (weight 0.02): Immersion is achieved through the atmospheric sense of existential dread, drawing players deeply into the game's world and mood.}