Compare So Much Blood prices across trusted key stores and find the best deal. Developed by Zachary Berenger. Published by Black Shell Media. Released on 6/3/2016. Available on PC. Genres: Indie.

A scrappy one-dev pixel shooter with a blood-point economy and tiered weapons that splits opinion right down the middle - approach with low expectations and a high tolerance for rough edges.

I want to be honest with you before you spend a single minute on this one. So Much Blood is a solo-developed, procedurally generated top-down side shooter from 2016 that drops you into horde waves with zero hand-holding and asks you to figure out the rest. That raw, sink-or-swim openness is either its most honest quality or its most frustrating flaw, depending entirely on your appetite for unpolished indie experiments. The core loop is built around a blood-point currency system: every enemy you kill splatters what the game calls 'bp', and you spend those points at a zone shopkeeper named Greg to climb through weapon tiers - starting with a Pistol, Ray Gun, and Shotgun before unlocking higher-grade gear and armor. There is genuine tension in deciding whether to rush aggressively and bank kills fast, or play defensive and grind safely. The game officially supports a rush class and a defensive class, and that small fork in playstyle gives the loop more texture than the bare-bones presentation suggests. The shooting mechanic is deliberately unusual too: you can only fire left and right in a top-down world, which forces spatial thinking that most twin-stick shooters never demand. Here is where the honesty gets harder, though. Critics who covered this at launch were sharply divided. One outlet found something genuinely entertaining underneath the roughness; another scored it near the bottom of the scale, citing weapon and armor balance that feels completely arbitrary, a pickup system that fights you, and optimization problems that cause notable frame drops. Steam user reviews land at a mixed 60 percent positive across a small sample, which is about as lukewarm as a signal gets. Reports from the community also flag controller freezes and achievement tracking that simply does not work reliably - those are the kinds of friction points that quietly kill any goodwill a short arcade game can build. What saves it from being a total pass is the price point and the genuine craft of the blood economy idea. The concept of killing enemies to generate currency in real time, then spending that currency at a mid-zone shop before the next wave, has a satisfying rhythm when it clicks. It is rough, yes - the kind of rough that comes from a developer learning in public - but there is a functional game buried in there for players who enjoy archaeologically digging through unpolished work. If you are the kind of person who roots for the small, unsung experiment and does not need smooth frame pacing or balanced numbers to have a decent half-hour, you might find something worth your time here. Everyone else should manage expectations carefully. Kai, Scout Team

So Much Blood

So Much Blood

Jun 3, 2016Zachary BerengerBlack Shell Media
GamerScout Says

A scrappy one-dev pixel shooter with a blood-point economy and tiered weapons that splits opinion right down the middle - approach with low expectations and a high tolerance for rough edges.

PC
Best Price Available
€0.00
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Historical low: €2.38

GamerScout Verdict

Worth a cautious look only for fans of rough solo-dev experiments - everyone else should wait for a deep discount or skip entirely.

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Price History

Historical low
€2.385 Jun 2026
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About So Much Blood

I want to be honest with you before you spend a single minute on this one. So Much Blood is a solo-developed, procedurally generated top-down side shooter from 2016 that drops you into horde waves with zero hand-holding and asks you to figure out the rest. That raw, sink-or-swim openness is either its most honest quality or its most frustrating flaw, depending entirely on your appetite for unpolished indie experiments. The core loop is built around a blood-point currency system: every enemy you kill splatters what the game calls 'bp', and you spend those points at a zone shopkeeper named Greg to climb through weapon tiers - starting with a Pistol, Ray Gun, and Shotgun before unlocking higher-grade gear and armor. There is genuine tension in deciding whether to rush aggressively and bank kills fast, or play defensive and grind safely. The game officially supports a rush class and a defensive class, and that small fork in playstyle gives the loop more texture than the bare-bones presentation suggests. The shooting mechanic is deliberately unusual too: you can only fire left and right in a top-down world, which forces spatial thinking that most twin-stick shooters never demand. Here is where the honesty gets harder, though. Critics who covered this at launch were sharply divided. One outlet found something genuinely entertaining underneath the roughness; another scored it near the bottom of the scale, citing weapon and armor balance that feels completely arbitrary, a pickup system that fights you, and optimization problems that cause notable frame drops. Steam user reviews land at a mixed 60 percent positive across a small sample, which is about as lukewarm as a signal gets. Reports from the community also flag controller freezes and achievement tracking that simply does not work reliably - those are the kinds of friction points that quietly kill any goodwill a short arcade game can build. What saves it from being a total pass is the price point and the genuine craft of the blood economy idea. The concept of killing enemies to generate currency in real time, then spending that currency at a mid-zone shop before the next wave, has a satisfying rhythm when it clicks. It is rough, yes - the kind of rough that comes from a developer learning in public - but there is a functional game buried in there for players who enjoy archaeologically digging through unpolished work. If you are the kind of person who roots for the small, unsung experiment and does not need smooth frame pacing or balanced numbers to have a decent half-hour, you might find something worth your time here. Everyone else should manage expectations carefully.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstier:sub-5Blood CurrencyHorde SurvivalTiered WeaponsProcedural LevelsRestricted AimingClass SelectionZone Shop

System Requirements

Minimum

OS
Windows 7
Storage
32 MB available space

Recommended

OS
Windows 10
Storage
32 MB available space

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Game Info

Developer
Zachary Berenger
Publisher
Black Shell Media
Release Date
Jun 3, 2016

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Frequently asked questions about So Much Blood

How much does So Much Blood cost?

So Much Blood pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is So Much Blood available on?

So Much Blood is available on PC.

When was So Much Blood released?

So Much Blood was released on 3 June 2016.

Who developed So Much Blood?

So Much Blood was developed by Zachary Berenger and published by Black Shell Media.