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Blood will be Spilled is a narrative spaghetti western platformer with tactical turn-based combat, taking place in a completely hand drawn harsh world inhabited by insects.


You follow the story of Jack - a mosquito bounty hunter, on his path of revenge. Soon however, he finds himself neck-deep in a vicious scheme that is far more than he bargained for. Heavily outgunned and outnumbered, Jack will need help from a few rather unusual allies to even the odds. In the land with no laws, from deserted anthills and dusty mines, through badland battlefields to treacherous swamps, he's on a hunt for the Calaveras gang. And they are wanted alive...or dead.

  • Epic adventure of blood and revenge, featuring guns, explosives, trains and insects (with even more guns!)
  • With a narrator, accompanying you through the story
  • Jack is voiced by legendary Elias Toufexis (Adam Jensen from DeusEx)
  • Outstanding cast of more than 15 fully voiced and rather peculiar characters
  • Fully hand drawn visuals in a distinct comic book style


  • Classic side-scrolling action in a charming handcrafted world of “the Wild West with an insect twist”
  • Tactical turn-based shoot-outs - always outgunned, use every advantage and dirty trick to get an edge over your enemies: Hide behind covers, exploit the environment, suck the blood of your enemies and make sure that you're the last bug standing
  • Use 12 active and 3 passive abilities in 3 different paths - The Good, The Bad or The Ugly, and dispose of your enemies with a ricochet, a shotgun or a shovel
  • Pack 7 magnificent revolvers, inspired by western classics, that'll fill your enemies with enough lead they would probably die of poisoning if only the shots didn't kill them first
  • Battle 9 types of enemies - from ferocious mites, nasty fly-banditos, aggressive wasp-sharpshooters to crooked cockroach brawlers and explosive bugs
  • Face 4 sinister gang leaders with bounties on their heads - will you drag them back to town alive or dead?
  • Scattered secrets and hidden collectibles for explorers and treasure hunters to find
  • Beautiful acoustic soundtrack that pays tribute to the old classics of the genre

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It’s been almost a full year since our last blog post and even that one was a retrospective of 2016. While writing blog posts have never been my strongest suit, or something that I would immensely enjoy, it wasn’t laziness, or lack of motivation that prevented me from writing anything. The true reason behind this was that the year of 2017 (as it usually happens) brought with it a few rather unexpected events, which usually demanded our whole attention. Below, I would like to talk about the ones that were the most important and most interesting.

Major changes to the combat mechanic

For quite some time we weren’t really happy with our combat mechanic as it didn’t seem to have the feeling we were looking for. But seeing that something isn’t good is the easy part, it’s harder to understand, what are the reasons exactly. We tried lot of stuff - working on AI, reworking the aiming, adding more mobility options (you might remember that I mentioned all of those in the list of our achievements of 2016), always thinking that this new thing might be the silver bullet that will make the combat to finally click. But it didn’t really happen.

Then we realised that it probably wasn’t about not having enough options that would make the combat interesting, but rather about having too many of them. We demanded too much from the player resulting in gunfights becoming really chaotic and not fun. We didn’t want to part with mechanics like precise aiming, covers or having just six bullets in your weapon, as we think those are really important for the proper western feeling. So, we decided to do something that every one of us on the team thought of at some point, but always dismissed it as a stupid idea - we made the combat turn based.

This proved to be harder than we initially thought, but we feel that it solved a lot of problems we had with the combat and we are quite happy with it. It’s still not polished enough for us to show you and there are still quite a few things that need to be properly tested and developed further, but it’s coming along nicely.

Slovak Arts Council

At the start of 2017, for the first time ever, Slovak Arts Council established a funding grant for independent video games and called for submissions. As money is always among the biggest problems in indie game development, we didn’t have to think twice before applying. Preparing all the necessary documentation, paperwork and a working build took us almost a full month. The indie scene in Slovakia is still developing and there aren’t that many projects as in other countries, but still, there were more projects than money available, so we knew that we need to convince the jury that we deserve their trust (and...um, money). After the submission in March we were checking our inbox nervously for more than a month. All of us were thinking a lot about what we’ll do if we won’t be chosen for the grant, but finally at the beginning of May, we learned that we were in fact among the lucky few who received the grant from the Slovak Arts Council. While this is great news for the project and one of the best things that happened during the whole development, it is not “for free.” The condition upon which we received the grant is, that we will have a beta version of the game ready by the end of May 2018. So, no pressure there.

Other noteworthy stuff

In late April, we went to a fantastic conference Reboot Develop in Dubrovnik, which was probably the closest thing to a vacation that we got. We also planned to showcase our game there, but it wasn’t exactly the best timing for us, as we were in the middle of the submission process for the grant money and our dissatisfaction with our combat reached its peak at that time. Nevertheless, it was an amazing experience, we met a lot of great people, got the opportunity to try some great indie games and learned some really valuable lessons. We can’t wait to this year’s Reboot and this time, our whole team will be there, which we’re really happy about.

In May, we moved to a great new office, together with our dear friends from the company Luducrafts. I can’t begin to explain how great it is to have windows big enough that you can actually see what time of day it is and enough space that all of us can finally sit in the same room at the same time.

In December, our team got a little bigger once again as we brought on board a new programmer - Kristián Balaj, who will be helping us mostly with UI and other visuals related stuff.

During the second half of 2017, we were working on the game, both feature and asset wise, which was the main reason for the lack of blog posts - it seemed that our focus is needed elsewhere. However, it needs to be said that the Sword of Damocles in a form of a harsh deadline is a hell of a motivator and never in the history of this project have we made so much progress in such time frame. That being said, there is still a lot to be done and time isn’t exactly generous, so I would end my ramblings here.

As there will be even less time for everything than it was last year, I don’t think that there will be any new blogpost for a while. But, if you want to follow our progress, our twitter and instagram are probably the best place, as we post there rather frequently. So, happy new year everyone, let’s hope that it will be an awesome one.

2016: A retrospective of the year that was

2016: A retrospective of the year that was

Feature 1 comment

A look back at our year 2016 in a short retrospective. What we've achieved, what went well, what went a little worse and what awaits us in the close future...

Animations : Breathing life to characters

Animations : Breathing life to characters

Feature 9 comments

A closer look at how we breathe life into our characters with animations. What are our rules, what is the process and what the final product looks like?

Composition of a Motion comics

Composition of a Motion comics

Feature 10 comments

A closer look at a composition of one of our motion comics cutscenes. We talk a little about all the steps that go into creating one scene of such cutscene...

Entomology of characters in Blood will be Spilled (Part 1)

Entomology of characters in Blood will be Spilled (Part 1)


Entomology (from Greek "entomon" meaning "divided into segments") is the scientific study of insects. Let's take a look at insects of Blood will be Spilled...

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Blood will be Spilled DEMO - Mac

Blood will be Spilled DEMO - Mac


A MAC BUILD Our DEMO is finally released. Blood will be Spilled is a spaghetti western themed 2D action platformer taking place in a world of insects...

Blood will be Spilled DEMO - Windows

Blood will be Spilled DEMO - Windows


A WINDOWS BUILD Our DEMO is finally released. Blood will be Spilled is a spaghetti western themed 2D action platformer taking place in a world of insects...


Nice game guys, congrats for greenlit! Looking foward!

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DoublequoteStudio Creator

Thank you very much!

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I loved it, everything was great, the story, the artwork, the introduction, the voice over, the graphics...then watching the gameplay...I felt let down.

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DoublequoteStudio Creator

Thank you very much for the feedback. :) We are still pretty deep in development, so if you had a little more time, could you be more specific about what was it the you particularly didn't like? Thank you!

Reply Good karma+2 votes

The story feels so epic, remembering the old westerns, the drama and passion that went into making them, looking at your game, I can tell you have the same passion as they did. But it just feels a platformer cannot deliver all the drama, action and excitement of those old westerns. While I have no idea exactly what kind of game could, maybe Im just remembering the my youth and getting defensive as it makes me want more, more then any developer could ever create. Of course this is a very immediate feeling from only seeing the barest bones of gameplay, your game could have it all and we just have not seen it yet.
That and the jumping, the jumping kinda looks like he just started floating up into the air.

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DoublequoteStudio Creator

Thank you for taking the time to elaborate. We really try to incorporate as many spaghetti western elements into the gameplay as possible, though there are also some things that are probably expected from platformers. We love the genre too and try to do them justice. :)
We should have a public playable demo ready in a month or so, maybe you can try It out then and see how you feel about it. And yeah, we're already fixing the jumping, we hated it too. But thanks again for the feedback, we really appreciate it.

Reply Good karma+2 votes

I'm a sucker for westerns and anthropomorphic things. Looks good so far!

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Blood will be Spilled
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RT @KozmonM: Our old mines in @blwbs can be pretty dangerous with all the pointy stuff down there. One might break a leg walking… T.co

Dec 13 2018

RT @KozmonM: Demolishers in @blwbs are possibly our least western-like enemies. They are more like miners or railroad constructi… T.co

Dec 12 2018

RT @KozmonM: In game design there is no such thing as too many crates, boxes and barrels. So here's just a small selection of ge… T.co

Dec 11 2018

RT @KozmonM: In our game @blwbs I wanted the environment to look a bit harsh and hostile. For that reason I completely dumped br… T.co

Dec 10 2018

RT @spacejunker: It took longer than expected, but here it is finally. Complete State of the Slovak #gamedev industry. 63 pages long… T.co

Dec 10 2018

RT @KozmonM: Every good spaghetti western flick surely needs a bunch of standard, generic and mostly expendable bandits. So here… T.co

Dec 6 2018

RT @KozmonM: When you are an insect in the Wild West world of @blwbs anything is a house if you are brave enough. #indiedevT.co

Dec 5 2018

RT @KozmonM: Here's just a small selection of the assets from our Rusty Rocks mines setting in @blwbs . #indiedevT.co

Dec 4 2018

RT @KozmonM: You see in this world there are two kinds of people. Those with loaded guns, and those who dig. Our sarcastic and c… T.co

Dec 3 2018

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