Compare Blood Knights prices across 50+ stores and find the best deal. Developed by Deck 13. Published by Kalypso Media Digital. Released on 11/13/2013. Available on PC. Genres: Action, RPG.

A four-hour vampire hack-and-slash with a genuinely clever dual-character swap mechanic buried under some of the worst localized dialogue you will ever read aloud to a friend.

I went into Blood Knights hoping for a gothic ARPG with some Legacy of Kain energy. What I got instead was a reminder that a clever core idea and a finished product are two very different things. The premise has real potential: vampire hunter Jeremy gets ritually bound to the vampiress Alysa, and the two are forced to cooperate against their will while chasing down a relic called the Blood Seal. Reluctant-allies dynamics are catnip for character-arc lovers. The game fumbles almost every narrative opportunity that setup hands it. The dual-character system is where Blood Knights earns its one moment of genuine interest. In solo play you swap between Jeremy, a fast melee brawler wielding dual swords whose rapid light attacks feel satisfyingly savage, and Alysa, who functions as a twin-stick shooter firing crossbows at range. Each character carries a vampiric "Hold" ability: Jeremy uses Attract to yank distant enemies into melee range, while Alysa uses Repel to throw threats away or push environmental objects like bridges and barricades. In local co-op, one player handles each character and those complementary kits become genuinely useful for a few minutes. The blood-drain mechanic doubles as your health recovery, which at least gives the vampire theming some gameplay weight rather than relegating it to cosmetic flavor. On paper, that is a functional ARPG skeleton. In practice, almost everything surrounding that skeleton is weak. The leveling system lets you spend XP on upgrades for things like critical-hit chance and Alysa's fire rate, but critics and players alike noted that none of those upgrades produce a meaningful power shift, and unlockable abilities trend toward mundane perks like a trading discount. With 160 listed weapons and 40 armor pieces theoretically available, loot variety sounds promising, but gear selection is reduced to checking a green arrow icon indicating a stat improvement, which removes any interesting comparison. The RPG layer feels painted on. The story's multiple-choice dialogue promises that choices affect how the world perceives you, but the writing is so clumsy, and the English localization so graceless, that following the plot feels more like an endurance test than an investment. Characters repeat exposition, ask questions they were just answered, and deliver lines that read like a first-draft machine translation. The camera is a separate problem entirely: fixed angles make platforming sections punishing, and in co-op it has a documented history of breaking outright, forcing restarts. The runtime is honest, at least. Most players finish in three to four hours, which keeps the padding to a minimum even if it also underlines how thin the content is. There is a city hub called Godskeep where you can buy gear, talk to a handful of NPCs, and pick up side quests, but it is shallow enough that it functions more as a loading screen with vendors than a world to inhabit. Balance collapses in the back half as the game becomes trivially easy, with enemy AI that barely responds to flanking and no block or parry system to encourage tactical play. The whirlwind crowd-control move for Jeremy and the grenade-adjacent heavy attack for Alysa both exist, but they mostly get ignored in favor of spamming whatever deals the most damage per second. For narrative-focused RPG players, Blood Knights is a hard sell. The character arc between Jeremy and Alysa has the bones of something interesting but the writing never cashes the check. If your bar is a short couch co-op session where the two of you can laugh at terrible voice work and genuinely enjoy the Attract and Repel physics for an evening, there is a floor of functional fun here. Just do not go in expecting choices that matter, writing that rewards attention, or build variety that holds up past hour two. Monika, Scout Team

Blood Knights
ActionRPG

Blood Knights

Nov 13, 2013Deck 13Kalypso Media Digital
GamerScout Says

A four-hour vampire hack-and-slash with a genuinely clever dual-character swap mechanic buried under some of the worst localized dialogue you will ever read aloud to a friend.

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About Blood Knights

I went into Blood Knights hoping for a gothic ARPG with some Legacy of Kain energy. What I got instead was a reminder that a clever core idea and a finished product are two very different things. The premise has real potential: vampire hunter Jeremy gets ritually bound to the vampiress Alysa, and the two are forced to cooperate against their will while chasing down a relic called the Blood Seal. Reluctant-allies dynamics are catnip for character-arc lovers. The game fumbles almost every narrative opportunity that setup hands it. The dual-character system is where Blood Knights earns its one moment of genuine interest. In solo play you swap between Jeremy, a fast melee brawler wielding dual swords whose rapid light attacks feel satisfyingly savage, and Alysa, who functions as a twin-stick shooter firing crossbows at range. Each character carries a vampiric "Hold" ability: Jeremy uses Attract to yank distant enemies into melee range, while Alysa uses Repel to throw threats away or push environmental objects like bridges and barricades. In local co-op, one player handles each character and those complementary kits become genuinely useful for a few minutes. The blood-drain mechanic doubles as your health recovery, which at least gives the vampire theming some gameplay weight rather than relegating it to cosmetic flavor. On paper, that is a functional ARPG skeleton. In practice, almost everything surrounding that skeleton is weak. The leveling system lets you spend XP on upgrades for things like critical-hit chance and Alysa's fire rate, but critics and players alike noted that none of those upgrades produce a meaningful power shift, and unlockable abilities trend toward mundane perks like a trading discount. With 160 listed weapons and 40 armor pieces theoretically available, loot variety sounds promising, but gear selection is reduced to checking a green arrow icon indicating a stat improvement, which removes any interesting comparison. The RPG layer feels painted on. The story's multiple-choice dialogue promises that choices affect how the world perceives you, but the writing is so clumsy, and the English localization so graceless, that following the plot feels more like an endurance test than an investment. Characters repeat exposition, ask questions they were just answered, and deliver lines that read like a first-draft machine translation. The camera is a separate problem entirely: fixed angles make platforming sections punishing, and in co-op it has a documented history of breaking outright, forcing restarts. The runtime is honest, at least. Most players finish in three to four hours, which keeps the padding to a minimum even if it also underlines how thin the content is. There is a city hub called Godskeep where you can buy gear, talk to a handful of NPCs, and pick up side quests, but it is shallow enough that it functions more as a loading screen with vendors than a world to inhabit. Balance collapses in the back half as the game becomes trivially easy, with enemy AI that barely responds to flanking and no block or parry system to encourage tactical play. The whirlwind crowd-control move for Jeremy and the grenade-adjacent heavy attack for Alysa both exist, but they mostly get ignored in favor of spamming whatever deals the most damage per second. For narrative-focused RPG players, Blood Knights is a hard sell. The character arc between Jeremy and Alysa has the bones of something interesting but the writing never cashes the check. If your bar is a short couch co-op session where the two of you can laugh at terrible voice work and genuinely enjoy the Attract and Repel physics for an evening, there is a floor of functional fun here. Just do not go in expecting choices that matter, writing that rewards attention, or build variety that holds up past hour two. Monika, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardstier:sub-5Dual-Character SwapVampire ThemeCouch Co-opTop-Down CameraGothic SettingShort RuntimeAttract-Repel MechanicsShallow Progression

System Requirements

Minimum

OS
Windows XP/Vista/7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Shader model 3.0 hardware support, minimum 256 MB VRAM, NVidia GeForce 7900 GT / ATI Radeon HD X1800 or higher
Processor
Intel Pentium IV® @ 2.0 GHz or similar processor with SSE3
Sound Card
DirectX 9.0c® compatible sound card

Recommended

OS
Windows XP/Vista/7
Memory
3 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Shader model 3.0 hardware support, minimum 256 MB VRAM, NVidia GeForce 9800 GT / ATI Radeon HD 4850 or higher
Processor
Intel® Core™2 Duo @ 2.6 GHz or similar processor with SSE3
Sound Card
DirectX 9.0c® compatible sound card

Reviews & Ratings

No ratings available

Game Info

Developer
Deck 13
Publisher
Kalypso Media Digital
Release Date
Nov 13, 2013

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