Compara los precios de So Much Blood en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Zachary Berenger. Publicado por Black Shell Media. Lanzado el 3/6/2016. Disponible en PC. Géneros: Indie.

A scrappy one-dev pixel shooter with a blood-point economy and tiered weapons that splits opinion right down the middle - approach with low expectations and a high tolerance for rough edges.

I want to be honest with you before you spend a single minute on this one. So Much Blood is a solo-developed, procedurally generated top-down side shooter from 2016 that drops you into horde waves with zero hand-holding and asks you to figure out the rest. That raw, sink-or-swim openness is either its most honest quality or its most frustrating flaw, depending entirely on your appetite for unpolished indie experiments. The core loop is built around a blood-point currency system: every enemy you kill splatters what the game calls 'bp', and you spend those points at a zone shopkeeper named Greg to climb through weapon tiers - starting with a Pistol, Ray Gun, and Shotgun before unlocking higher-grade gear and armor. There is genuine tension in deciding whether to rush aggressively and bank kills fast, or play defensive and grind safely. The game officially supports a rush class and a defensive class, and that small fork in playstyle gives the loop more texture than the bare-bones presentation suggests. The shooting mechanic is deliberately unusual too: you can only fire left and right in a top-down world, which forces spatial thinking that most twin-stick shooters never demand. Here is where the honesty gets harder, though. Critics who covered this at launch were sharply divided. One outlet found something genuinely entertaining underneath the roughness; another scored it near the bottom of the scale, citing weapon and armor balance that feels completely arbitrary, a pickup system that fights you, and optimization problems that cause notable frame drops. Steam user reviews land at a mixed 60 percent positive across a small sample, which is about as lukewarm as a signal gets. Reports from the community also flag controller freezes and achievement tracking that simply does not work reliably - those are the kinds of friction points that quietly kill any goodwill a short arcade game can build. What saves it from being a total pass is the price point and the genuine craft of the blood economy idea. The concept of killing enemies to generate currency in real time, then spending that currency at a mid-zone shop before the next wave, has a satisfying rhythm when it clicks. It is rough, yes - the kind of rough that comes from a developer learning in public - but there is a functional game buried in there for players who enjoy archaeologically digging through unpolished work. If you are the kind of person who roots for the small, unsung experiment and does not need smooth frame pacing or balanced numbers to have a decent half-hour, you might find something worth your time here. Everyone else should manage expectations carefully. Kai, Scout Team

So Much Blood

So Much Blood

3 jun 2016Zachary BerengerBlack Shell Media
GamerScout opina

A scrappy one-dev pixel shooter with a blood-point economy and tiered weapons that splits opinion right down the middle - approach with low expectations and a high tolerance for rough edges.

PC
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Mínimo histórico: €2.38

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Acerca de So Much Blood

I want to be honest with you before you spend a single minute on this one. So Much Blood is a solo-developed, procedurally generated top-down side shooter from 2016 that drops you into horde waves with zero hand-holding and asks you to figure out the rest. That raw, sink-or-swim openness is either its most honest quality or its most frustrating flaw, depending entirely on your appetite for unpolished indie experiments. The core loop is built around a blood-point currency system: every enemy you kill splatters what the game calls 'bp', and you spend those points at a zone shopkeeper named Greg to climb through weapon tiers - starting with a Pistol, Ray Gun, and Shotgun before unlocking higher-grade gear and armor. There is genuine tension in deciding whether to rush aggressively and bank kills fast, or play defensive and grind safely. The game officially supports a rush class and a defensive class, and that small fork in playstyle gives the loop more texture than the bare-bones presentation suggests. The shooting mechanic is deliberately unusual too: you can only fire left and right in a top-down world, which forces spatial thinking that most twin-stick shooters never demand. Here is where the honesty gets harder, though. Critics who covered this at launch were sharply divided. One outlet found something genuinely entertaining underneath the roughness; another scored it near the bottom of the scale, citing weapon and armor balance that feels completely arbitrary, a pickup system that fights you, and optimization problems that cause notable frame drops. Steam user reviews land at a mixed 60 percent positive across a small sample, which is about as lukewarm as a signal gets. Reports from the community also flag controller freezes and achievement tracking that simply does not work reliably - those are the kinds of friction points that quietly kill any goodwill a short arcade game can build. What saves it from being a total pass is the price point and the genuine craft of the blood economy idea. The concept of killing enemies to generate currency in real time, then spending that currency at a mid-zone shop before the next wave, has a satisfying rhythm when it clicks. It is rough, yes - the kind of rough that comes from a developer learning in public - but there is a functional game buried in there for players who enjoy archaeologically digging through unpolished work. If you are the kind of person who roots for the small, unsung experiment and does not need smooth frame pacing or balanced numbers to have a decent half-hour, you might find something worth your time here. Everyone else should manage expectations carefully.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Blood CurrencyHorde SurvivalTiered WeaponsProcedural LevelsRestricted AimingClass SelectionZone Shop

Requisitos del sistema

Mínimos

OS
Windows 7
Storage
32 MB available space

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Windows 10
Storage
32 MB available space

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Información del juego

Desarrolladora
Zachary Berenger
Distribuidora
Black Shell Media
Fecha de lanzamiento
3 jun 2016

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¿Cuánto cuesta So Much Blood?

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¿En qué plataformas está disponible So Much Blood?

So Much Blood está disponible en PC.

¿Cuándo se lanzó So Much Blood?

So Much Blood se lanzó el 3 de junio de 2016.

¿Quién desarrolló So Much Blood?

So Much Blood fue desarrollado por Zachary Berenger y publicado por Black Shell Media.