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BLOODFALL: The First Temple

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BLOODFALL: The First Temple screenshot 1

BLOODFALL: The First Temple

Hypermad interactive · Published by Hypermad interactive · Official site ↗

Content notice: fighting, weapons, violence, blood

Last updated 28 Sept 2026

High-speed physics-based first-person melee combat. A brutal, high-mastery gameplay system with directional attacks and blocks, precise timing, and deliberate control of every move. Enter a forgotten age buried in myth and blood, where gods demand sacrifice in exchange for divine favor.

Free to PlayComing SoonDJCTQ 14

Free

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Action, Simulation · 2026 · More free games

Experience high-speed physics-based first-person melee combat set in a forgotten age of gods and sacrifice. Master directional attacks and precise timing to survive in BLOODFALL: The First Temple's challenging simulation game.

About this game

Setting

Enter a forgotten age buried in myth and blood, older than history itself, where gods demand sacrifice in exchange for divine favor. Welcome to BLOODFALL™: The First Temple - a world that isn't just ancient, but primordial, ritualistic, and rooted in the Neolithic.

Mechanics

High-speed physics-based first-person melee combat with precise directional attacks and blocks. Fast and responsive weapon controls where timing and precision are critical. Gameplay emerges from concrete interactive systems rather than abstract shortcuts like stats, modifiers or animation windows. It is a purely mechanical world governed by physical and material laws that cannot be broken. Combat functions due to coherent, fully integrated underlying systems, not stacked exceptions.

Unique Input Modality

This is a game where the player moves the weapon directly with the mouse rather than selecting pre-defined actions.

Feel

Feel the weight and impact of every collision, as weapons clash, rebound, slide, deflect, vibrate, and stabilize in real time. Experience fully physically simulated combat with tight, stable controls, with none of the usual wobble and unwieldiness typical of physics-based sword fighting games. 

How is Combat in BLOODFALL Different?

BLOODFALL fuses responsive directional attacks and blocks with physics-based simulation, giving players direct control over timing, intensity, and commitment. Strikes can be lightly or heavily wound, held indefinitely, released on demand, redirected, or cancelled mid-swing. Blocks are sustained, allowing smooth, continuous adjustment instead of forced commitments. Weapons and armor interact materially in real time. Collisions carry weight, momentum transfer is felt, and damage results from actual contact. The result is a fast-paced, high-mastery combat system where outcomes are determined by intent, timing, and precision.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10, Windows 11
  • Processor: i5-6400
  • Memory: 8 GB RAM
  • Graphics: GTX 1050
  • Storage: 800 MB available space

Recommended

Recommended:
  • OS: Windows 10, Windows 11
  • Processor: i5-9600k
  • Memory: 8 GB RAM
  • Graphics: GTX 2060
  • Storage: 800 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Gameplay Mechanics Reveal Trailer

    I'm Hayk Amirbekyan, solo developer of BLOODFALL: The First Temple. Welcome to the next update on the HYPERMAD journey. BLOODFALL is a first-person combat game built for SPEED, PRECISION, and 100% physics-driven simulation. . Today I'm excited to launch a 5-minute narrated Gameplay Mechanics Reveal Trailer, which will clarify many of your questions about the inputs and interactions in BLOODFALL. READ THE FULL ARTICLE HERE
    Read full article on Community Announcements (PsycoHayko)
  • AnnouncementsOfficial

    Alpha Trailer | Join the Steam Playtest

    BLOODFALL is now accepting Alpha testers on SteamHow to Join: Click the “Request Access” button on the Steam page. Also hit the Wishlist + Follow buttons to spark the combat revolution.READ THE FULL ARTICLE HERE
    Read full article on Community Announcements (PsycoHayko)
  • AnnouncementsOfficial

    PHYSICS-BASED COMBAT | Technical Showcase Video

    "Phenomenal," "insane," "peak," "awesome", "really f***n cool" - that’s what gamers have been saying about last week's BLOODFALL Tech Reveal  on YouTube and Reddit - but the tech is only half the picture, because what truly matters are the game mechanics that emerge from it - Today, I'm launching a new Technical Showcase video to demonstrate some of the emergent weapon interactions in BLOODFALL : The First Temple  -  The first ever physics-based game where you control your weapon's direction by moving the mouse in first-person view.  WATCH THE NEW TECHNICAL SHOWCASEREAD THE FULL ARTICLE HERE
    Read full article on Community Announcements (PsycoHayko)
  • AnnouncementsOfficial

    Technical Reveal: The Next Generation of Melee Physics

    The response to the first BLOODFALL Technical Reveal Video has been nothing but excitement from gamers on YouTube, who are calling it "epic", "awesome", "peak", and "realistic". The tech demo is already the #1 Google search result for the phrase "Physics-Based Melee". I'm grateful for all the enthusiasm on YouTube so far. To everyone who left a comment on the video, thank you - its clear that the hunger for higher kinetic fidelity is real, and shared among me and many fans of melee combat games. WATCH THE TECH-DEMO How is BLOODFALL's Physics Different? BLOODFALL marks a shift in the physics-based slasher genre: one that moves beyond the simple simulation of momentum transfer and much closer to modelling how energy actually reverberates and dissipates through objects. In current-gen melee physics, weapons behave as 'dead weights' - inelastic bodies that lack the characteristic feedback and energy dissipation of high energy collisions seen in the real world. Such simulations fail to capture the true kinetic reality of high-energy impacts. In real life, blades recoil, vibrate, and stabilize. Bloodfall is the first video game in any genre to simulate High Frequency Harmonic Resonance, resulting in Kinetic Fidelity that makes objects feel like truly reverberating solids rather than dead weight. Bloodfall doesn’t simply simulate momentum transfer. It also simulates how force reverberates and decays through objects, giving a sense of tactile resonance to high energy collisions. Platform and Input Modality BLOODFALL’s melee combat system is built for PC mouse and keyboard - it is not a VR game. Its combat system is a spiritual successor to the directional attacks and blocks of Mount & Blade, but with the addition of a number of critical innovations in game physics and input fluidity. The Developer BLOODFALL is brought to you by the founder of Hypermad interactive, Hayk Amirbekyan - solo creator of the Bloodfall Harmonic Resonance Model and the commercial game BLOODFALL: The...
    Read full article on Community Announcements (PsycoHayko)

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