
5
Players in Game
4 028 😀
235 😒
90,89%
Rating
$9.99
Bloodstained: Curse of the Moon Reviews
Battle with swords and whips in this retro-style action game brought to you by game creator Koji Igarashi and Inti Creates! Play as Zangetsu, a demon slayer bearing a deep grudge, who must travel through perilous lands to defeat a powerful demon lurking in a dark castle.
App ID | 838310 |
App Type | GAME |
Developers | INTI CREATES CO., LTD. |
Publishers | INTI CREATES CO., LTD. |
Categories | Single-player, Steam Achievements, Steam Cloud, Partial Controller Support, Steam Trading Cards |
Genres | Action |
Release Date | 24 May, 2018 |
Platforms | Windows |
Supported Languages | English, Japanese |

4 263 Total Reviews
4 028 Positive Reviews
235 Negative Reviews
Very Positive Score
Bloodstained: Curse of the Moon has garnered a total of 4 263 reviews, with 4 028 positive reviews and 235 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Bloodstained: Curse of the Moon over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
237 minutes
game is good
👍 : 0 |
😃 : 0
Positive
Playtime:
197 minutes
short and sweet :)
👍 : 0 |
😃 : 0
Positive
Playtime:
153 minutes
A short and fun game, great time killer
👍 : 0 |
😃 : 0
Positive
Playtime:
154 minutes
If you love old school Castlevania the Bloodstained is a must. This goes for all the bloodstained games.
👍 : 0 |
😃 : 0
Positive
Playtime:
324 minutes
I thought Bloodstained: CotM was a fun platformer, but it is certainly not without it flaws in my eyes. Level design is generally pretty good, but some areas (Stage 5, 6, and 8) can be frustrating, especially if you are playing on Veteran Mode (like I did) since knockback is enabled with its selection. Controls do take a minute to get used too, but that's mainly if you've never dealt with Castlevania's jumping physics and dropping like a cartoon anvil if you take a single step off a ledge. Zangetsu, Miriam, and Gebel are all well-rounded characters that all feel like they have their place in the game with their movesets...but then there's Alfred. His entire existence feels contextual at best and like he's only there for his lightning sub-weapon for the final boss of Normal Mode and story purposes at the end of Nightmare Mode. Bosses are hit or miss with about half being good and the other half just feeling wonky to get close enough to hit them. Overall, I did enjoy my time with this game and would say it's worth your time if you're in the mood for some vampire slaying, but do be aware of some rogue fangs that'll bite when you play. 7/10, good game.
👍 : 0 |
😃 : 0
Positive
Playtime:
153 minutes
I played this after playing the Ritual of the Night. I came expecting a bit clunky game, but i was very pleasantly surprised. The game ran smooth 60 fps, controls were great and the soundtrack was amazing. Many familiar faces met and places visited. Truly great game. For people, who want to experience the story with more forgiving gameplay, there is a casual mode that gives you unlimited lives, so you do not have to restart from the beginning.
👍 : 0 |
😃 : 0
Positive
Playtime:
426 minutes
It's good. Not great but good. It's basic-ass, mayo-ass Castlevania 3 with a cool twist ending if you finish the game a 2nd time.
👍 : 0 |
😃 : 0
Positive
Playtime:
606 minutes
Great game, I didn't get one specific ending, but I did play through the game four times and its a great time. I only needed to switch to Casual once. The game is difficult but mostly fair, its only when only using one character and on specific levels that I found it too much
👍 : 0 |
😃 : 0
Positive
Playtime:
850 minutes
Curse of the Moon (both games) is peak NES Hard. This genre of game is usually attributed to Classicvania, but was also prevalent in series like Mega Man, Ninja Gaiden, and probably many other one-offs. The gameplay is tight and snappy, the characters and weapons are varied and all situationally viable, the pixel art is sublime, and the music is crunchy in all the right ways - setting a foreboding mood in a faux 8-bit aesthetic.
It's also the most accessible Classicvania-style game you will find:
- The base character's base weapon has less delay than the classic Belmont whip. This means, even at your least equipped, the combat is more forgiving.
- You can freely switch between up to 4 characters, each with their own health bar. There's a generous amount of freeze during this switch that gives you just the right amount of breathing time to quickly process a situation and land on the character you need to overcome the hazard. You can cycle through this as long as you need.
- Extra lives are generously given (every 20k points, which you'll get on average 1-2 times each stage) and are only consumed when all your characters have died. This provides a scaling difficulty where all 4 chars together (and their unique tools) can trivialize most hazards, but running with only 1 or 2 will require you to adapt your playstyle and make those lives feel more scarce.
- There's a casual mode that eliminates the knockback on hit (and maybe other stuff, I never played this way).
I know some players are really hostile to knockback, but I genuinely think you get the most satisfaction by keeping it on. The game [u]wants[/u] to challenge you. It wants you to hit walls and stop and think on how to proceed. The level design & difficulty curve is pretty transparent about this.
Some people look at these games like twitch precision platformers, which is a little bit true, but rooms are more like condensed puzzles. You have to figure out the right sequence of moves in the right timing to make progress. And you only achieve this by spending time, feeling the weight of the mechanics, and learning what does and doesn't work. You can't just cheese it and avoid encounters, or sponge damage and walk through hazards. Enemies are real obstructions that have real consequences, but they have fixed and predictable spawns and telegraphed behavior. There's no RNG that will make you feel like you were cheated. There's a balanced spread of tight, single screen rooms and long endurance corridors - which challenge you to put those individual skills together. You [u]will[/u] hit a fail state and have to start over, sometimes a lot (very bottom of Stage 4 Zangetsu-only springs to mind). But you'll feel when you get better and it's really satisfying when you reach the end of those long screens and can finally tell those frogs to fuck off. You got through not because you turned down the difficulty but because you outsmarted the fucking frogs.
One more thing is that you'll get the most enjoyment out of these games if you are open to multiple playthroughs. This does recycle a lot of content, but there are modes where the story beats change, the final stage & boss are completely different, or you'll have characters in earlier stages that open up routes that were previously inaccessible (CotM2 doubles down on this extra content).
There's lots of forks that will make levels feel different enough, especially when you limit your number of characters. And even running through the same rooms has an inherent payoff, because you'll notice how you start to sprint through them quicker. Things that used to grind you to a halt will become mere nuisances. You'll start doing full rooms, bosses, or stages without getting hit. You usurp the demons as the unstoppable hazard that barrels through everything in its path.
Or, the flow of the level will find you in new predicaments, where Alfred is your only remaining character and you have to solo the blood witch with him. You'll get really close, die anyway, but feel impressed with how well you were able to make do.
Most situations are solvable with any kit; there's very few spots where you will feel like it's impossible to proceed without getting hit unless you have a specific character or weapon (fire sword demon is the only standout - I'm still not sure what the intended evasion is outside of Zangetsu doublejump, or killing it before it can attack). It might be harder and require a different strategy, but it's not impossible.
Zangetsu only (no soul arts) is my favorite - its like Classicvania zen. Things start familiar enough, but gradually you feel the absence of those crutches as you face all those incrementally difficult rooms, or are forced down entirely new ones that you ignored before, and have to survive with little more than your sword. Powerups are unreachable, and you are forced to grapple with hazards you used to trivialize with a high jump, freeze spell, or bat form. Despite how daunting it feels, it's doable - you [u]know[/u] it is because there is no other way forward, and there's a unique ending hidden behind it. The only thing required to reach it is your determination to persevere.
👍 : 3 |
😃 : 0
Positive