Blood Dungeon review (PS5)

Blood Dungeon is the kind of game that makes its intentions clear almost immediately: enter a dungeon, kill whatever gets in the way, collect blood, improve the character and try to survive the increasingly chaotic waves that follow. On paper, that sounds like another entry in the increasingly crowded survivors-like or bullet-heaven genre, and the basic loop certainly isn’t unfamiliar. The difference is that Messhof, the studio behind Nidhogg, has built that formula around 2D platforming rather than a conventional top-down arena. That one decision gives Blood Dungeon a much stronger identity than its familiar progression structure might suggest, although it doesn’t completely prevent the repetition that eventually comes with the territory.

There isn’t really a traditional narrative to get invested in here, and that’s perfectly appropriate for the kind of experience Blood Dungeon is trying to provide. The strange cast of characters, grotesque monsters and bizarre dungeon inhabitants function more as a stream of visual jokes and gameplay variations than as pieces of a meaningful story. Unlocking new characters is nevertheless one of the most enjoyable parts of the progression, particularly because they aren’t simply cosmetic alternatives. Their weapons, movement characteristics and physical differences can substantially change how a run plays. Some characters are built around speed, others around unusual traversal abilities, while their starting weapons can eventually enter the broader pool of equipment. The result is a roster that encourages experimentation rather than merely filling out a checklist.

The platforming is where Blood Dungeon really earns its place. The character can jump between platforms, cling to walls, climb ladders and grates, traverse chains and otherwise use the environment to escape enemies. This changes the fundamental rhythm of a bullet-heaven game because standing still and letting an increasingly ridiculous arsenal do all the work isn’t a particularly reliable strategy. Enemies approach from multiple directions, projectiles fill the available space and the safest route can change from one moment to the next, forcing the player to think about positioning as much as firepower. We found this very effective while playing on the PS5, where the relatively simple control scheme makes the movement immediately accessible while still leaving plenty of room to become more proficient. There is occasionally a little too much momentum when walking off platforms, which can make an otherwise carefully planned escape go awry, but the ability to correct a fall with a jump helps compensate.

That emphasis on movement also makes the six arenas considerably more interesting than a collection of interchangeable stages. Their layouts are fixed, but enemy encounters and some pickups introduce enough variation to keep repeated attempts from feeling completely identical. One arena can revolve around water and limited opportunities to breathe, while another uses destructible blocks that gradually alter the available routes. Other stages emphasize vertical or horizontal traversal and looping paths. Learning these environments becomes part of the progression, as knowing where useful resources can be found or which route offers the best escape can be just as important as getting another weapon upgrade. We liked this approach because it gives the player something to master beyond simply waiting for a lucky collection of upgrades. The downside is that the game can feel somewhat rigid compared with roguelites built around completely randomized environments, particularly once the initial discovery of each arena has worn off.

The combat and progression follow the genre’s established blueprint, but Blood Dungeon is more restrained than many of its contemporaries. Enemies drop blood that fills the experience meter, with level-ups offering randomized improvements to weapons and abilities, while chests and other rewards provide additional opportunities to strengthen a build. There are guns, melee weapons, bouncing projectiles, turrets, lasers and stranger options alongside spells and charms that can radically change how a run develops. That variety is a major strength, although the balance isn’t always perfect. Some weapons and combinations can become dramatically more effective than others, meaning that certain choices can feel like obvious picks once their strengths become apparent. The relatively limited amount of power gained during a run does at least make individual choices matter more, because there isn’t an endless stream of upgrades to simply bury a bad decision under.

The permanent progression helps give the whole package a reason to keep coming back. The Bone Shop provides stat improvements, while new characters, weapons, arenas and other unlocks gradually expand the possibilities. There is also a substantial collection of quests and challenges, as well as daily dungeons and global leaderboards for players who want something more competitive to chase. The first few hours are particularly good at maintaining momentum because new toys and objectives appear at a steady pace. Eventually, however, that reward structure becomes less effective. Once a substantial portion of the content has been unlocked, the underlying loop is exposed more clearly, and Blood Dungeon can start to feel like it is asking for another run because there is another unlock rather than because the run itself is inherently compelling. That isn’t a fatal problem for a game built around repetition, but it does mean the experience is likely to be much more appealing to players who enjoy chasing mastery and completion than to those looking for a constantly evolving roguelite.

Visually, Blood Dungeon is certainly not interested in looking polished in the conventional sense. Its crude, hand-drawn-looking characters, jittery animations and deliberately grotesque creatures give it an unmistakable personality, with designs that can be funny, unsettling and downright ridiculous within the same encounter. The simplicity also serves a practical purpose: despite the increasing number of enemies and projectiles on screen, the action generally remains readable. That matters considerably in a game where survival depends on spotting an escape route rather than merely absorbing visual spectacle. The presentation won’t appeal to everyone, particularly those who prefer cleaner or more traditionally attractive pixel art, but we think Messhof’s deliberately scrappy aesthetic is one of Blood Dungeon’s strongest distinguishing features. The soundtrack complements it surprisingly well, using energetic drum-and-bass and jungle-inspired rhythms to give the frantic dungeon crawling a suitably manic pulse.

Ultimately, Blood Dungeon is at its best when its platforming and bullet-heaven mechanics collide. The need to climb, jump and weave through enemies gives every encounter a physicality that many games in the genre lack, while the fixed arenas provide an incentive to learn rather than simply hope that the next randomized room is kinder. We also appreciate that the game doesn’t immediately turn every character into an unstoppable engine of destruction; surviving often requires good movement, sensible positioning and some luck with the available upgrades. At the same time, the familiar survivors-like structure eventually catches up with it, and the quality of the minute-to-minute action can be obscured once the stream of new unlocks slows down. Blood Dungeon therefore isn’t quite the genre revolution its unusual presentation might initially suggest, but it is a clever and entertaining variation on a formula that badly needs fresh ideas. On PS5, its responsive controls, distinctive art direction and frantic platforming make it an easy recommendation for fans of the genre, provided they are comfortable with the repetitive nature of the long-term grind.

Score: 7.8/10

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