Compare CROSSBOW: Bloodnight prices across 50+ stores and find the best deal. Developed by Hyperstrange. Published by Hyperstrange. Released on 9/24/2020. Available on PC. Genres: Action.

A budget score-attack FPS that commits fully to its one idea: gothic abbey, demonic horde, automatic crossbow, instant retry. If chasing a leaderboard slot sounds fun, this punches above its price tag.

My first run in CROSSBOW: Bloodnight lasted about forty seconds. My fifth run lasted ninety. By run fifteen I had stopped noticing the time. That loop - die fast, hit retry, try not to get cornered by a werewolf this time - is genuinely the whole game, and Hyperstrange makes no apologies for it. The setup is stripped to bone. You stand in a single desecrated abbey courtyard set in 1666 London, and six enemy types in normal and tougher variants flood in from all sides. Shambling corpses, bloodsucking bats, and lightning-fast werewolves are the primary threats, and each demands a different response from your arcane crossbow. That crossbow is the mechanical star: hold the trigger for rapid-fire bolts, tap it for a shotgun-spread, pull an alternate input for explosive splash damage, and bank spirit energy from slain enemies to power up whichever mode you need. A cooldown-gated special attack gives you a panic button roughly every 45 seconds. That is the entire toolkit, and it is enough. Movement is where the game earns its keep. Dashes and bunny hops are not optional extras, they are survival basics. One or two hits from even a weak enemy will kill you, so you are always strafing, always kiting, always looking for an exit lane through the crowd. The courtyard layout is deliberately fair - no blind corners to hide monsters behind - so deaths are almost always on you, which makes every retry feel instructive rather than cheap. The accuracy component of the scoring system adds a quiet extra layer: spraying indiscriminately keeps you alive in the short term but kills your leaderboard position, so there is real incentive to be deliberate under pressure. The criticisms are fair and worth knowing up front. There is one arena. No progression system, no unlocks, no build variety. The first minute of each run follows a fixed spawn pattern that some players find monotonous, and the sound mix gets muddy when the screen fills up, making it genuinely hard to hear a ranged enemy winding up on the far side of the mob. Community feedback has also pointed to the early spawn structure being less varied than close genre peers, which can blunt the sense of improvement for players who want each run to feel distinct from the first second. If you need a game that grows over multiple sessions, Bloodnight will run out of runway faster than you want it to. For the right player, though, none of that lands as a fatal flaw. This is an arcade game in the old sense: one screen, one weapon, one goal, repeat until your score embarrasses your friends. The gothic B-movie aesthetic holds up, the performance is clean, and the instant respawn means downtime between attempts is basically zero. Hyperstrange built one thing and made it feel tight. Whether you get thirty minutes or thirty hours out of it depends entirely on how much leaderboard climbing interests you. Alex, Scout Team

CROSSBOW: Bloodnight
Action

CROSSBOW: Bloodnight

Sep 24, 2020Hyperstrange
GamerScout Says

A budget score-attack FPS that commits fully to its one idea: gothic abbey, demonic horde, automatic crossbow, instant retry. If chasing a leaderboard slot sounds fun, this punches above its price tag.

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About CROSSBOW: Bloodnight

My first run in CROSSBOW: Bloodnight lasted about forty seconds. My fifth run lasted ninety. By run fifteen I had stopped noticing the time. That loop - die fast, hit retry, try not to get cornered by a werewolf this time - is genuinely the whole game, and Hyperstrange makes no apologies for it. The setup is stripped to bone. You stand in a single desecrated abbey courtyard set in 1666 London, and six enemy types in normal and tougher variants flood in from all sides. Shambling corpses, bloodsucking bats, and lightning-fast werewolves are the primary threats, and each demands a different response from your arcane crossbow. That crossbow is the mechanical star: hold the trigger for rapid-fire bolts, tap it for a shotgun-spread, pull an alternate input for explosive splash damage, and bank spirit energy from slain enemies to power up whichever mode you need. A cooldown-gated special attack gives you a panic button roughly every 45 seconds. That is the entire toolkit, and it is enough. Movement is where the game earns its keep. Dashes and bunny hops are not optional extras, they are survival basics. One or two hits from even a weak enemy will kill you, so you are always strafing, always kiting, always looking for an exit lane through the crowd. The courtyard layout is deliberately fair - no blind corners to hide monsters behind - so deaths are almost always on you, which makes every retry feel instructive rather than cheap. The accuracy component of the scoring system adds a quiet extra layer: spraying indiscriminately keeps you alive in the short term but kills your leaderboard position, so there is real incentive to be deliberate under pressure. The criticisms are fair and worth knowing up front. There is one arena. No progression system, no unlocks, no build variety. The first minute of each run follows a fixed spawn pattern that some players find monotonous, and the sound mix gets muddy when the screen fills up, making it genuinely hard to hear a ranged enemy winding up on the far side of the mob. Community feedback has also pointed to the early spawn structure being less varied than close genre peers, which can blunt the sense of improvement for players who want each run to feel distinct from the first second. If you need a game that grows over multiple sessions, Bloodnight will run out of runway faster than you want it to. For the right player, though, none of that lands as a fatal flaw. This is an arcade game in the old sense: one screen, one weapon, one goal, repeat until your score embarrasses your friends. The gothic B-movie aesthetic holds up, the performance is clean, and the instant respawn means downtime between attempts is basically zero. Hyperstrange built one thing and made it feel tight. Whether you get thirty minutes or thirty hours out of it depends entirely on how much leaderboard climbing interests you. Alex, Scout Team

Tags

steamScore AttackGothic HorrorSingle ArenaInstant RetrySpirit MechanicsBunny Hop MovementCamp Horror AestheticLeaderboard-Focused

System Requirements

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Reviews & Ratings

Steam
75%(511)

Game Info

Developer
Hyperstrange
Publisher
Hyperstrange
Release Date
Sep 24, 2020

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