Compare Blood Waves prices across 50+ stores and find the best deal. Developed by Light Road Games. Published by Light Road Games. Released on 5/11/2018. Available on PC, Xbox. Genres: Action, Indie, Strategy.

Sixty-seven percent positive on Steam tells you everything: Blood Waves lands as a budget zombie horde shooter that briefly scratches the wave-survival itch before its paper-thin systems collapse under scrutiny.

I track decision trees for a living, so when a game pitches itself as a strategic wave-defender with trap placement and weapon upgrades, my ears perk up. Blood Waves had the skeleton of something workable: an arena-based third-person shooter where you manage inter-wave downtime to buy traps, repair barricades, and spend Skill and Survival Points on a light perk system. On paper, that loop belongs to a genre with a strong legacy. In execution, almost every layer of it is underdeveloped. The full game takes place in a single temple-themed room. Zombies enter from four directions, you shoot them, they drop cash, and between waves you retreat to a back chamber to hit a workbench and a skill upgrade station. The weapon roster runs from a starting Colt M1911 up through shotguns and an RPG, and there are specialty zombie types carrying acid, bombs, and electrical charges that appear in later rounds. That escalation sounds promising, but the enemy models are nearly identical across types, headshots do not guarantee kills, and the knockback system works against the player rather than rewarding precise shots. The combat feedback feels flat from the first trigger pull. Traps and barricades can be placed freely around the arena, but a critical quality-of-life failure means placed structures cannot be moved or refunded, so an early mistake costs you both currency and positioning for the rest of the run. No checkpoints, no retries mid-session: death sends you back to wave one. From a strategic standpoint, the upgrade economy is the one area where something resembling thought exists. Skill points are handed out slowly enough that every allocation matters: do you prioritize stamina for dodging, health regen for sustainability, or damage resistance against a specific zombie type? The workbench lets you sink money into weapons, and the community consensus is that funneling everything into a single top-tier gun and maxing it beats any variety strategy. That is a signal that build diversity never really materialized. The trap system, which should be the meat of a wave-defense hybrid, ends up cosmetic in practice. By the mid-waves, cash surplus makes the economy trivial, and the cap on how many structures of each type you can place removes any late-game planning challenge. The controls compound every other problem. Movement feels sluggish, aiming is imprecise, and dodge-rolling carries a noticeable delay that turns what should be a reactive skill into a liability. There is no co-op or leaderboard mode, no mod support, and no meaningful post-launch content updates observed across the years since release. Steam sits at a mixed rating with 67% positive across 178 reviews, which is probably the most honest summary of the experience: a small group of low-expectation players who got a short burst of gory fun, and a larger group who bounced off the repetition within a few sessions. If you need a dead-simple zombie horde game at the lowest possible budget ask and you have cleared out everything Killing Floor, Back 4 Blood, and even the Resident Evil Mercenaries modes have to offer, there is a single afternoon of marginal entertainment buried here. For anyone who actually cares about trap placement depth, build variety, or AI that scales intelligently, Blood Waves will feel like a proof-of-concept that never made it to version 1.0. Diego, Scout Team

Blood Waves
ActionIndieStrategy

Blood Waves

May 11, 2018Light Road Games
GamerScout Says

Sixty-seven percent positive on Steam tells you everything: Blood Waves lands as a budget zombie horde shooter that briefly scratches the wave-survival itch before its paper-thin systems collapse under scrutiny.

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About Blood Waves

I track decision trees for a living, so when a game pitches itself as a strategic wave-defender with trap placement and weapon upgrades, my ears perk up. Blood Waves had the skeleton of something workable: an arena-based third-person shooter where you manage inter-wave downtime to buy traps, repair barricades, and spend Skill and Survival Points on a light perk system. On paper, that loop belongs to a genre with a strong legacy. In execution, almost every layer of it is underdeveloped. The full game takes place in a single temple-themed room. Zombies enter from four directions, you shoot them, they drop cash, and between waves you retreat to a back chamber to hit a workbench and a skill upgrade station. The weapon roster runs from a starting Colt M1911 up through shotguns and an RPG, and there are specialty zombie types carrying acid, bombs, and electrical charges that appear in later rounds. That escalation sounds promising, but the enemy models are nearly identical across types, headshots do not guarantee kills, and the knockback system works against the player rather than rewarding precise shots. The combat feedback feels flat from the first trigger pull. Traps and barricades can be placed freely around the arena, but a critical quality-of-life failure means placed structures cannot be moved or refunded, so an early mistake costs you both currency and positioning for the rest of the run. No checkpoints, no retries mid-session: death sends you back to wave one. From a strategic standpoint, the upgrade economy is the one area where something resembling thought exists. Skill points are handed out slowly enough that every allocation matters: do you prioritize stamina for dodging, health regen for sustainability, or damage resistance against a specific zombie type? The workbench lets you sink money into weapons, and the community consensus is that funneling everything into a single top-tier gun and maxing it beats any variety strategy. That is a signal that build diversity never really materialized. The trap system, which should be the meat of a wave-defense hybrid, ends up cosmetic in practice. By the mid-waves, cash surplus makes the economy trivial, and the cap on how many structures of each type you can place removes any late-game planning challenge. The controls compound every other problem. Movement feels sluggish, aiming is imprecise, and dodge-rolling carries a noticeable delay that turns what should be a reactive skill into a liability. There is no co-op or leaderboard mode, no mod support, and no meaningful post-launch content updates observed across the years since release. Steam sits at a mixed rating with 67% positive across 178 reviews, which is probably the most honest summary of the experience: a small group of low-expectation players who got a short burst of gory fun, and a larger group who bounced off the repetition within a few sessions. If you need a dead-simple zombie horde game at the lowest possible budget ask and you have cleared out everything Killing Floor, Back 4 Blood, and even the Resident Evil Mercenaries modes have to offer, there is a single afternoon of marginal entertainment buried here. For anyone who actually cares about trap placement depth, build variety, or AI that scales intelligently, Blood Waves will feel like a proof-of-concept that never made it to version 1.0. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttier:indieArena HordeWave SurvivalTrap PlacementBudget IndieNo Co-opBullet-Sponge EnemiesPerk System

System Requirements

Minimum

OS
Windows 7 SP1, Windows 8.1, Windows 10
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
NVIDIA GeForce 650 or higher
Processor
Intel Core i5-2400 or AMD FX-6350

Recommended

OS
Windows 7 SP1, Windows 8.1, Windows 10
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
4 GB available space
Graphics
NVIDIA GeForce GTX 780 or AMD Radeon R9 290 (3 GB VRAM)
Processor
Intel Core i7 - 3770 or AMD FX-8350

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Game Info

Developer
Light Road Games
Publisher
Light Road Games
Release Date
May 11, 2018

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What platforms is Blood Waves available on?

Blood Waves is available on PC, Xbox.

When was Blood Waves released?

Blood Waves was released on 11 May 2018.

Who developed Blood Waves?

Blood Waves was developed by Light Road Games.