Compare Night of the Blood Moon prices across 50+ stores and find the best deal. Developed by Tyler McDermott. Published by Tyler McDermott. Released on 1/21/2019. Available on PC, Mac, Linux. Genres: Action, Adventure, RPG.

Playing the villain in a dream-realm roguelite sounds like a gimmick until the weapon variety actually forces you to rethink positioning every single run. Worth a look for budget-tier roguelite fans who don't mind rough edges from a solo debut.

I'll be upfront: my usual RPG comfort zone involves sprawling dialogue trees and morally ambiguous companions, so a pixel roguelite built by one person in GameMaker is not my default Friday night. But the core hook here grabbed me harder than expected. You play as a nightmare, not a hero, crashing through the dream realm and dismantling the cute, fluffy creatures responsible for sweet dreams. It's a deliberately subversive premise and, small as it is, it gives the game a personality most budget-tier roguelites completely lack. The combat design is where Night of the Blood Moon earns its modest reputation. Weapons are not just stat sticks swapped in and out for bigger numbers. The Boomerang requires you to manage knockback angles and wall bounces to stay efficient, the Hookshot lets you grapple directly onto enemies to close distance aggressively, and the Spellbook shifts your whole positioning logic toward range management. Running out of ammo is not a death sentence either, since kills replenish your supply, which pushes you into melee range rather than letting you hang back and plink at things from safety. The design clearly takes cues from DOOM 2016's glory-kill loop: aggression is rewarded, turtling is punished. For a first game from a solo developer, that core rhythm is genuinely well-considered. Bosses follow the same logic. They are not HP sponges with a big sprite. Each one has mechanical triggers you learn through repetition, and once the pattern clicks the fight transforms from frustrating to satisfying. The pet system layers a passive progression layer on top of runs: bats, dogs, nests, and other corrupted dream creatures can be earned mid-run and act as fighters, healers, boosters, or scavengers depending on what you unlock. Earning a pet rather than simply finding one is a small but meaningful distinction that makes each run feel slightly different. Eclipse Mode strips everything back to zero and lets you snowball without caps, which is basically a sandbox for players who want to see how broken a build can get before the engine taps out. That said, this is unambiguously a short, contained experience with limited narrative depth. There are no branching story threads, no character arcs, no dialogue that rewards a second read. The dream-realm worldbuilding is evocative in its visual style but thin on lore. Community feedback noted that the setting's premise, playing as a nightmare invading a dream world, is not communicated clearly in-game, and the story scaffolding needs more flesh on it. One community post specifically flagged an overhead sword drop hazard in the late areas as a frustrating, poorly telegraphed obstacle that clashes with the rest of the design philosophy. These are the rough edges you accept with a solo debut. The Steam user base is small but sits around 88% positive, which for a niche micro-title with a low sample size reads as genuine goodwill rather than hype. If you are looking for a Disco Elysium-tier narrative or BG3-depth build variety, this is not it and was never trying to be. What it is is a tightly punchy action roguelite with a charming villain premise, weapon mechanics that actually mean something, and an Eclipse Mode that scratches the power-fantasy itch. At its price point it is a respectable first game from a self-taught solo developer. Approach it like a two-to-three hour diversion with some replayability baked in, and it will meet you there. Monika, Scout Team

Night of the Blood Moon
ActionAdventureRPG

Night of the Blood Moon

Jan 21, 2019Tyler McDermott
GamerScout Says

Playing the villain in a dream-realm roguelite sounds like a gimmick until the weapon variety actually forces you to rethink positioning every single run. Worth a look for budget-tier roguelite fans who don't mind rough edges from a solo debut.

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Screenshots & Media

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About Night of the Blood Moon

I'll be upfront: my usual RPG comfort zone involves sprawling dialogue trees and morally ambiguous companions, so a pixel roguelite built by one person in GameMaker is not my default Friday night. But the core hook here grabbed me harder than expected. You play as a nightmare, not a hero, crashing through the dream realm and dismantling the cute, fluffy creatures responsible for sweet dreams. It's a deliberately subversive premise and, small as it is, it gives the game a personality most budget-tier roguelites completely lack. The combat design is where Night of the Blood Moon earns its modest reputation. Weapons are not just stat sticks swapped in and out for bigger numbers. The Boomerang requires you to manage knockback angles and wall bounces to stay efficient, the Hookshot lets you grapple directly onto enemies to close distance aggressively, and the Spellbook shifts your whole positioning logic toward range management. Running out of ammo is not a death sentence either, since kills replenish your supply, which pushes you into melee range rather than letting you hang back and plink at things from safety. The design clearly takes cues from DOOM 2016's glory-kill loop: aggression is rewarded, turtling is punished. For a first game from a solo developer, that core rhythm is genuinely well-considered. Bosses follow the same logic. They are not HP sponges with a big sprite. Each one has mechanical triggers you learn through repetition, and once the pattern clicks the fight transforms from frustrating to satisfying. The pet system layers a passive progression layer on top of runs: bats, dogs, nests, and other corrupted dream creatures can be earned mid-run and act as fighters, healers, boosters, or scavengers depending on what you unlock. Earning a pet rather than simply finding one is a small but meaningful distinction that makes each run feel slightly different. Eclipse Mode strips everything back to zero and lets you snowball without caps, which is basically a sandbox for players who want to see how broken a build can get before the engine taps out. That said, this is unambiguously a short, contained experience with limited narrative depth. There are no branching story threads, no character arcs, no dialogue that rewards a second read. The dream-realm worldbuilding is evocative in its visual style but thin on lore. Community feedback noted that the setting's premise, playing as a nightmare invading a dream world, is not communicated clearly in-game, and the story scaffolding needs more flesh on it. One community post specifically flagged an overhead sword drop hazard in the late areas as a frustrating, poorly telegraphed obstacle that clashes with the rest of the design philosophy. These are the rough edges you accept with a solo debut. The Steam user base is small but sits around 88% positive, which for a niche micro-title with a low sample size reads as genuine goodwill rather than hype. If you are looking for a Disco Elysium-tier narrative or BG3-depth build variety, this is not it and was never trying to be. What it is is a tightly punchy action roguelite with a charming villain premise, weapon mechanics that actually mean something, and an Eclipse Mode that scratches the power-fantasy itch. At its price point it is a respectable first game from a self-taught solo developer. Approach it like a two-to-three hour diversion with some replayability baked in, and it will meet you there. Monika, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Play-as-VillainDream Realm SettingWeapon-Driven PositioningEclipse ModeEarned PetsMelee-Ranged HybridSolo Dev

System Requirements

Minimum

OS
Windows 7 or above
Memory
1 GB RAM
Storage
300 MB available space
Graphics
VIDEO CARD: Video card with 256 MB
Processor
1.2Ghz
Sound Card
N/A
Additional Notes
This game runs best at 60FPS

Recommended

OS
Windows 7 or above
Memory
2 GB RAM
DirectX
Version 11
Storage
512 MB available space
Graphics
VIDEO CARD: Video card with 1 GB
Processor
2.0Ghz
Sound Card
N/A
Additional Notes
This game runs best at 60FPS

Reviews & Ratings

No ratings available

Game Info

Developer
Tyler McDermott
Publisher
Tyler McDermott
Release Date
Jan 21, 2019

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