Compare Bloodhound prices across 50+ stores and find the best deal. Developed by Kruger & Flint Productions. Published by Kruger & Flint Productions. Released on 7/18/2023. Available on PC. Genres: Action, Indie.

A three-hour demon-slaying sprint that wears its 90s boomer-shooter heart on its sleeve, but lands somewhere between nostalgic comfort food and unrealized potential.

I've spent enough time with indie boomer shooters to know the difference between one that gets the feeling right and one that just assembles the parts. Bloodhound from Kruger and Flint Productions sits, honestly, somewhere in the uncomfortable middle - and that split is exactly what makes it interesting to write about. The structure is clean and unambiguous: five acts, each capped by a boss fight, pushing you through demon-soaked corridors at a pace that rarely lets you breathe. You carry a machete for close scrapes, swap up to a double-barreled shotgun, a crossbow, a rocket launcher, and arguably the most maximalist weapon in any indie FPS right now - a chainsaw-flamethrower hybrid that is conceptually glorious and practically unreliable. No reloading, no recoil management, just raw arcade rhythm. The game also layers in a demon gauge mechanic: collect orbs, fill the meter to 100, trigger a powered-up devil mode that amps every weapon. It is a neat idea lifted from action games and dropped into a shooter context, and on paper it gives the combat a pulse beyond simple point-and-shoot. Sixteen enemy types and five boss encounters spread across those acts add reasonable variety, even if the notorious flying demon-baby swarms show up far too often and overstay their welcome. The tension in community reception - sitting at a Mixed verdict on Steam after post-launch patches - tells you something real. Early criticism pointed at unsatisfying weapon feedback, uneven enemy balance, and bugs severe enough to interrupt progress. The developer responded with a post-launch update that reworked character movement, tuned gunplay, and added comic-book story inserts to give the paper-thin narrative at least a visual layer. Those fixes matter and they show genuine care, but they did not transform the experience. What you have now is a shooter that runs competently, hits a satisfying enough rhythm during its cleaner sequences, and then reminds you it was built lean when the level geometry feels tight for the speed being asked of you. The soundtrack, composed by Sons of Amon, is the part that earns the most consistent praise across the board - heavy instrumental rock that kicks in during combat and makes you feel like the game you wanted to be playing. The problem is that it cuts out the moment fighting stops, which means the quieter stretches between encounters feel oddly hollow. For a game leaning this hard on atmosphere and dread, that silence is a missed opportunity. Visually, the retro aesthetic is committed and readable - environments draw from horror-movie locations and real-world inspirations, giving levels a slightly grimy, grounded texture that suits the tone. At roughly three hours on a first playthrough, Bloodhound does know when to end - I will give it that. Higher difficulties extend the challenge meaningfully, and there is a free prologue called First Day in Hell on Steam if you want to test the feel before committing. But the core question of whether this scratches the itch the way Prodeus, CULTIC, or even the free Doom mods do is genuinely harder to answer. If those comparisons are the benchmark, Bloodhound falls short. If you want a bite-sized, no-friction demon blaster with a killer metal backing track and no pretensions about being something it is not, there is a specific mood here that lands. Kai, Scout Team

Bloodhound
ActionIndie

Bloodhound

Jul 18, 2023Kruger & Flint Productions
GamerScout Says

A three-hour demon-slaying sprint that wears its 90s boomer-shooter heart on its sleeve, but lands somewhere between nostalgic comfort food and unrealized potential.

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About Bloodhound

I've spent enough time with indie boomer shooters to know the difference between one that gets the feeling right and one that just assembles the parts. Bloodhound from Kruger and Flint Productions sits, honestly, somewhere in the uncomfortable middle - and that split is exactly what makes it interesting to write about. The structure is clean and unambiguous: five acts, each capped by a boss fight, pushing you through demon-soaked corridors at a pace that rarely lets you breathe. You carry a machete for close scrapes, swap up to a double-barreled shotgun, a crossbow, a rocket launcher, and arguably the most maximalist weapon in any indie FPS right now - a chainsaw-flamethrower hybrid that is conceptually glorious and practically unreliable. No reloading, no recoil management, just raw arcade rhythm. The game also layers in a demon gauge mechanic: collect orbs, fill the meter to 100, trigger a powered-up devil mode that amps every weapon. It is a neat idea lifted from action games and dropped into a shooter context, and on paper it gives the combat a pulse beyond simple point-and-shoot. Sixteen enemy types and five boss encounters spread across those acts add reasonable variety, even if the notorious flying demon-baby swarms show up far too often and overstay their welcome. The tension in community reception - sitting at a Mixed verdict on Steam after post-launch patches - tells you something real. Early criticism pointed at unsatisfying weapon feedback, uneven enemy balance, and bugs severe enough to interrupt progress. The developer responded with a post-launch update that reworked character movement, tuned gunplay, and added comic-book story inserts to give the paper-thin narrative at least a visual layer. Those fixes matter and they show genuine care, but they did not transform the experience. What you have now is a shooter that runs competently, hits a satisfying enough rhythm during its cleaner sequences, and then reminds you it was built lean when the level geometry feels tight for the speed being asked of you. The soundtrack, composed by Sons of Amon, is the part that earns the most consistent praise across the board - heavy instrumental rock that kicks in during combat and makes you feel like the game you wanted to be playing. The problem is that it cuts out the moment fighting stops, which means the quieter stretches between encounters feel oddly hollow. For a game leaning this hard on atmosphere and dread, that silence is a missed opportunity. Visually, the retro aesthetic is committed and readable - environments draw from horror-movie locations and real-world inspirations, giving levels a slightly grimy, grounded texture that suits the tone. At roughly three hours on a first playthrough, Bloodhound does know when to end - I will give it that. Higher difficulties extend the challenge meaningfully, and there is a free prologue called First Day in Hell on Steam if you want to test the feel before committing. But the core question of whether this scratches the itch the way Prodeus, CULTIC, or even the free Doom mods do is genuinely harder to answer. If those comparisons are the benchmark, Bloodhound falls short. If you want a bite-sized, no-friction demon blaster with a killer metal backing track and no pretensions about being something it is not, there is a specific mood here that lands. Kai, Scout Team

Tags

singleplayerachievementstier:indieBoomer ShooterDemon HunterArcade FPSCombat GaugeHorror AtmosphereShort CampaignDifficulty ScalingBoss Rush StructureMetal Soundtrack

System Requirements

Minimum

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 9.0c
Storage
40 GB available space
Graphics
NVIDIA GeForce GTX 1060 6GB or equivalent
Processor
Intel(R) Core(TM) i5-4460 CPU @ 3.20 GHz or equivalent
Sound Card
DirectX compatible

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 12
Storage
40 GB available space
Graphics
NVIDIA GeForce RTX 2060 or equivalent
Processor
Intel(R) Core(TM) i7-9750H CPU or equivalent
Sound Card
DirectX compatible

Reviews & Ratings

No ratings available

Game Info

Developer
Kruger & Flint Productions
Publisher
Kruger & Flint Productions
Release Date
Jul 18, 2023

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