About the Game
Bloodthief is an ultra-fast melee dungeon-runner where you use momentum to parkour through hazardous dungeons and brutally slash through enemies. Speed-run through haunted crypts and castles and learn what dark secrets lie beneath.
Featuring
30 main levels + secrets / extra levels
20 collectable weapons with unique perks
Over 100 secrets
Custom User Maps via Steam Workshop
Compete with your friends and anyone in the world by racing their ghost.
Vanquish the Wicked. Drink Their Blood.
In Bloodthief you play as a vampire, and the blood of undead foes fuels your abilities and propels you to insane speeds. Movement and combat are deeply intertwined—you’ll need to use both in a beautiful dance of skill and carnage.
Explore Ancient Dungeons. Acquire Hidden Powers
Powerful secrets lie in the depths of Bloodthief's world. Delve into this mystical land and uncover powerful loot and magical abilities.
Master Your Abilities and Reap the Rewards
Levels full of branching paths, shortcuts, and secrets reward those with the skill and creativity to pull them off. Find the perfect path through labyrinthine dungeons and reap the rewards for your efforts.
Bloodthief offers a challenging experience that invites the player to learn the deep and intertwined gameplay mechanics to progress and succeed. It will push you to your limits but leave you feeling like the ultimate killing machine by end.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hey everyone!
This update adds custom texture support for custom maps. This feature has been in beta for a few weeks and already people have done some awesome stuff - here are some cool screenshots from stuff people have posted in the discord:
Map by Ruin:
[img src="{STEAM_CLAN_IMAGE}/44429258/2f3daebe5bedbd4bb5c21d085a36de43a3cf379f.png"]Map by Spawnshade:
[img src="{STEAM_CLAN_IMAGE}/44429258/bb42f8030a854536fcff18a4271619cdcfc7d71d.png"]Map by Ruin:
[img src="{STEAM_CLAN_IMAGE}/44429258/b848866fe6e4ba00c7588900716547b1b8c4077a.png"]
You can learn about custom maps (including how to use your own textures) here: https://blargis.github.io/bloodthief_docs/mapping-guide/
Also if you have any questions about mapping, join the Discord!
Here are the other patch notes:
Added the ability to publish "map packs" such as hub-maps and sequences of maps to workshop
Made the boss more speedrun-able
fixed winding halls of nox out-of-bounds exit
fixed some bad textures in DirectX
fixed a crash that could happen with DirectX
Thanks for playing everyone! More stuff to come!
Hey folks!
Medium-sized update coming your way - mainly with quality of life stuff and bug fixes. Here are the release notes:
New Stuff
Some new features that should make Full Game runs, New Game runs, and just replaying in general easier and more fun
Save slots: Now you can choose between 1 of 3 save slots from the main menu. The new button is in the top left of the main menu.
"Full Game Run" timer: Now each save slot tracks the total play time associated with that save slot. You can display this in real time below the normal run timer by enabling it in the user settings.
Add a mappable action for "Ground Slam (Keep Momentum)" for those that would prefer this over the default "quick tap" behavior of ground slam
Note: It is not mapped to any button by default so if you prefer this option over the default you need to map it to a button in the controller settings
Final boss got some major tweaks to help the arena react and move along faster if you're speedrunning it
Update LBs with new badges from competitions
Bug Fixes
Fixed bug where you could ground slam through damage areas sometimes (most commonly seen in final boss)
Prevent double collection of the same key
Fix some Japanese translation errors
Custom Maps bug: Fix bug with vt_trigger_area `trigger_dependency_count` parameter
5db reduction of stone sword sound
Fixed 1-6 end level area being too low
Made lava more robust
Now it will continue to hurt you as you stand in it which should fix issues where you could find yourself able to stand inside lava
the game will attempt to "depenetrate" you from the lava to prevent clipping through the map scenarios
- Improved controller support: Now triggers can be remapped
- Made it so long User Map names don't break the level select
- Added the ability to add Map tags from the map settings pause screen (See the Bloodthief Workshop for featured tags, including the one for the ongoing map jam, Speed Jam: Gherisa Swamplands)
- Fixed custom checkpoint spawn positions in custom maps
- Fixed global leaderboards in custom maps
- Added new map setting: "Continue Music on Restarts" which makes it so if you hit "Restart Map" the music just keeps going as opposed to restarting. Useful when you're grinding top times and don't want to hear the same 2 second beginning of a song over and over
- Fixed bad geometry in Oex Labor Bell
- Now the creator name is displayed in the Workshop Maps select menu
- Fixed bug where a lava that is entirely clip brush caused a crash
- Made it so in Custom Maps you can use light_color or key_color in byte mode (RGB 0-255) or float mode (RGB 0-1)
- Added the ability to delete your own custom maps from the level select
- Fixed weapon switching bug that caused a crash
- Added the ability for mappers to set which areas are "navigable" which will make navigation in custom maps more optimized.
Hey Everyone! New patch coming your way, here's what is new:
New Features
Arachnophobia mode - can enable in settings
Change the color of blood to whatever color you want! - can enable in settings.
Bug Fixes and Tweaks
Slightly Increased air control for Dawnblade, Stone Sword, Sire's Blade, Godslayer, Godsteel, Maila's Kiss, Sliver of Darkness, Combobulator, Glurm's Club
Increased the Combobulator detection range
Added a level select button to the pause screen
Fix bug where the Life Harvester interacted weirdly with the skulls in the boss battle
Made the Life Harvester dash cost 0.3 blood
Made it so the boss moves faster if you're moving faster
Fixed a bug where you could dash through lava or goo
Fixed bug where water effects could persist even after exiting water
Increased the max time that level intros stay on the screen so they don't disappear when you're still reading
Fixed bug where tooltips over various artifacts were all messed up sometimes in the level select
Added a drop shadow to the In-game timer so it's more readable
ALSO
For those of you that don't know, I'm also planning a feature where people can make their own custom maps using Trenchbroom (a popular free software for making levels in games), and share / play other people's maps via Steam Workshop. Stay tuned for that feature, it's coming soon! In the meantime, you can beta test an early version of it, details are on my Discord Server.
Thanks!
- Blargis
Hello! Today's patch is small but I think it will improve the experience substantially in 2-5 and 3-9.
Added a tutorial book in Buried Keep that teaches you that air dash takes longer to charge when targeting big enemies
Map 2-5 Tweaks
Added some launchpads that can save you in a pinch.
Made it so enemy waves progress faster if you take out the prior wave
fixed spot where you could clip through the ceiling
Reduced Pain Golem projectile damage (the purple projectiles)
Increased air control of Stone Sword and Dawnblade
Fixed bug where you could get killed by an invisible enemy in S-1
Thanks!
Blargis
Hey everyone! This patch contains a bunch of bug fixes and a new "Overall Rank" leaderboard that combines your ranks from each level and gives you an overall rank. Just a heads up, this leaderboard only updates once per day. Here are the patch notes!
New Stuff
Added "Overall Rank" leaderboard (accessible from main menu). It takes the average of all your ranks on all levels (Note: Only updates once per day)
Added a button so you can see a level's leaderboard from the level select screen
Added Korean translation
Added badges for SNF competition
Now Dawnblade has 2 starting Blood
Now Silken Edge has increased air control
Bug Fixes
Fix a whole bunch of broken level geometry, holes, and broken lavas (nothing that should impact any routing in this patch)
Fix hitbox of bow pickup in Cloud Castle being too small
Increase hitbox of all artifact pickups
Fix bug where you could wall jump on lava waterfalls
Fix bug where you could dash with Skrike after switching weapons sometimes
Fix issue with the Toothpick that made it so you could jump insanely high off of a ground pound bounce
Improved DirectX performance some more
- Fix crash that could occur in in 3-9 when using DirectX launch option
- (Hopefully) fix steam cloud sync error that could pop up sometimes
- Fix Rage Mushroom description giving the wrong hint
- Fix a few minor restart-related issues with the last level
- Fix clip that could allow you to skip to the end in 1-3
- Fixed issue where you missed end game message if you quit to main menu after beating the game
- Fix a trigger that would sometimes not fire in 3-2
- Major optimization: Fixed a bug that was putting a ton of load on the CPU. If you were experiencing consistent lag before, it may be much improved now
- Fixed a bunch of bad geometry that lead to being able to see through walls in some levels
- Fixed random walls that hurt you in some places
- Fixed random lavas that didn't hurt you in some places
- Improve geometry in 1-4 so you can't clip through to the end
- Fixed issue where lb times in Sandbox weren't submitting
- Fixed a few broken item descriptions
- Fixed issue where beating the Sandbox level showed you the end credits
- Fixed issue where sometimes you submitted a strange and large time into the leaderboards
Thanks,
Blargis
- Added a little message that will pop up if you have the bad AMD driver and need to update your driver
- Fix some bad geometry in level 3-5
- Block the way behind you in 3-8
- Fix lava bug with the Stone Sword
- Reduce stuttering in 3-4
- Add the perk description to the "new weapon unlocked" modal in the end level screen
- Fixed a bad trigger in 3-6 that would cause enemies to not spawn if you went around it on accident
- Fixed a bad trigger in 2-1 that could be missed
- Fix an Out of Bounds in 1-4
- Fix broken description for Fire Slug
- Fix key jail being squeeze-throughable in 1-9
Thank you all for the feedback and bug reports! I didn't get to everything in this patch but am working hard to get a few more fixes and optimizations in the game in the coming days so stay tuned.
- Blargis
Hi everyone,
Just pushed patch 0.5.2, which just has a few fixes:
Hopefully fixes the issue where the game gets stuck on the loading screen forever. Please let me know in the comments if this is fixed for you or if you're still running into the issue.
NOTE: if the above wasn't work, many users have reported that they could get things to work by closing the other programs running on their computer, including background apps (ie. web browser, OBS, Discord, etc).
Fixes an issue that made sliding on slopes sometimes triggered this slide-stand-slide-stand jittering back and forth.
More patches are coming in the next few days, I just wanted to try and handle the most critical ones first!
Thanks,
Blargis
- fixed bug where if you restarted from the menu your player would freeze
- fixed bug where respawn didn't work in the practice map
- fixed camera not resetting to forward position upon resetting
- adjusted main menu not being centered properly
- fixed bug where keys became visible again after collecting them and restarting at checkpoint
- fixed issue where you could aggro knights through walls immediately upon restarting
Here are the updates:
Gameplay changes
- Tweaked the 6 wall-jump max: Now if you wall jump 6 times without touching ground it will cost 1 blood per jump. If you have no blood you’ll just slide down the wall.
- Added “Tomes” to the Tutorial level which I’m hoping to a better job of making important tutorial text more obvious and less easy to miss.
- Timer doesn’t start until you start pressing a button or looking around
- If you jump while moving upward on a slope you’ll jump a bit higher now.
- Reduced the player’s fall speed while wall running
- Quick Restart (the R key on the keyboard) is now a “hold” action by default, so it should be harder to accidentally press. If you liked how it was before, you can change it back in the settings menu (called “Instant Restart”)
- Made parrying slightly easier
- Added some anti-cheat measures to leaderboards
- Improved crossbow accuracy at further distances. Still needs work though.
- Player now casts a small shadow directly below while in the air to make ground slamming a bit easier
- Ground slam will go “straight down” more immediately now if you hold the ground slam button
- Tutorial Medal times have been tweaked to be easier
Bug Fixes
- Fixed a bug where you had less air control if you were getting less than 90 fps
- Fixed some ledge climb unreliability issues
- Fixed some bugs that could occur if quitting with the Windows “X”
- Fixed bug where water submerge sound didn’t play sometimes
- Fixed bug where knight arrows sometimes weren’t facing the right direction
Aesthetic Changes
- New player model (with fingers!)
- Gibs now shoot out in front of you and splat against walls when you air dash an enemy
- More blood in general
- Tweaked enemy hit flash
- Air dash “not enough blood” indicator is now just a little blood icon instead of blood and a shield
- New potion model
- Air dash now expands your FOV a bit to make it look cooler. You can disable this in the settings if this isn’t your thing.
Optimizations
- Made restarting at checkpoint and restarting level like 10x faster. It should be pretty much instant for most people now.
- Tweaked shadow resolutions to be less resource intensive
- Optimized lighting to be less memory intensive
- Optimized lightmaps to require less storage
- Added ability to disable Glow which should help performance on low end machines
- Reduced the physics tick rate from 90 to 60. This helps performance at the cost of slightly less accurate physics calculations - please let me know if you notice a difference!
I’m hoping to have some additional updates with more bug fixes soon - I just wanted to get this one out the door since it’s getting so large.
Make sure you’re not in any beta branches (ie. playtest_build_0.2.0) otherwise you wont get the update!
Have fun and let me know your feedback!
Current Release
Build 21971180
Uploaded Feb 27, 2026
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System Requirements
How to Install
bloodthief.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
860 MB
21971180
0D9DDCA2
52b6fae441cb504ee65aabddb943d75cc26728aef05e3cb9b6bf385337248f8d
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