Blood is health
Kill up close and you heal. Parry and you heal to full. Part of every hit is hard damage you can't recover until you avoid hits for a couple of seconds.
Coming soon · Windows PC
Run. Slide. Slam. Stay stylish.
A brutal arena FPS where blood is health and boring play is punished.
i5-13420h is a first-person arena shooter inspired by the greats of the boomer-shooter scene. You descend through ten layers of hell, each with its own enemies, colours, music and boss, and every second you stand still is a second you're losing.
Kill up close and you heal. Parry and you heal to full. Part of every hit is hard damage you can't recover until you avoid hits for a couple of seconds.
The style meter climbs from D to the top rank. Headshots, airshots, ricoshots, parries, multikills, close calls… rely on one gun and its freshness rots.
Dash with invincibility frames, slide, slam from the air, wall-jump three times, and whiplash across the room to hook points.
Levels, models, sounds, HUD and even the music are generated procedurally. No imported assets. Each layer has its own generated soundtrack that crossfades between calm, battle and boss.
Enemies path-find on a runtime navmesh — around walls, up ramps, onto platforms. Deeper layers add health, damage and speed.
Side rooms, climbing shafts and hidden glowing orbs unlock five secret levels, each with a ridiculous rule.
An announcer calls out every rank as you rise. Stop moving and it drops.
Every weapon has a primary and an alt-fire, and most have multiple variants earned in the campaign or bought in the shop. Switch weapons by pressing the same number again to cycle variants.
Entering a fight room locks the doors until every wave is dead. Checkpoints glow blue. At the end, the exit gate grades your time, kills and style — all S with no deaths earns the coveted P rank.
No guns. Punch and parry only.
You have 1 HP.
Fight-room floors burn. Stay airborne.
Railcannon only, 1.5 s recharge.
3× damage dealt. 3× damage taken.
Every level has one: no jumping, no dashing, time limits, parries only, headshots, one weapon, damage caps…
Remixed levels you've beaten: stronger enemies, 40% more of them, a darker grade. Ranked separately.
Any level, every weapon and variant, optional invincibility. Nothing is saved.
From Harmless (35% damage taken) to Brutal (170%).
From Violence onward — and in The Grind from wave 12 — the roster gets nasty.
Coats nearby enemies in sand. Explodes when it reaches you. Kill it first and the blast is yours.
Floats above the fight, calling pillars of light onto your position.
Mini-boss slug: flesh mortars, homing harpoons, tail-slam shockwave. Mouth = weak point.
Skitters at speed, fires 3-shot bursts, lunges up close. Blue flash means parry.
Riot shield and a minigun. The shield blocks frontal fire; shotguns, rails and punches break it.
Parryable rockets, landmines, a parryable punch. Trips over its own mines.
An endless wave arena. Pick your battleground — The Pit, The Foundry, The Cathedral, The Frozen Ring or random — and survive. Weapon altars appear on waves 1, 3, 5, 6, 8, 11 and 13, and every tenth wave is a boss.
Dying banks half your style score as points. Spend them in the shop on weapon variants.
Walk cycles, lean, hit flinches, landing squash, spawn-in pop.
Bloom, per-layer colour grading, vignette, chromatic aberration.
Embers, smoke, spark streaks, blood mist, impact dust.
Every kill has weight; big ones linger. Boss deaths are chain-reaction finales.
Generated calm, battle and boss tracks per layer. Drop your own .ogg/.wav/.mp3 into a Music folder to replace them.
Keyboard, mouse and controller. Tweak FOV, sensitivity, graphics and audio.
Every layer has its own generated score. It stays calm between fights, kicks into battle music the moment doors lock, and goes full boss theme for the big ones, crossfading as you play. Slow-mo bends the pitch. An announcer calls out each style rank, and guns are layered with room reverb, shell casings and pump clacks.
Ten layers of hell are almost ready. Watch the trailer, learn the weapons, and get your trigger finger warmed up.
Soon. Check back here for the release date.
Windows PC first.
Saved under the studio name i5-13420h. Progress from older DefaultCompany saves is migrated automatically on first launch.
Yes. Put calm, battle and boss files (.ogg, .wav or .mp3) in a Music folder next to the exe. Per-layer overrides like wrath_boss.ogg work too. There's a button in Options → Audio that opens the folder.
Yes, and every key and button can be rebound.
Email [email protected].
No. It's inspired by the fast-FPS genre but is an independent project.