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Blood™ Fresh Supply similar games & best alternatives

Blood™ Fresh Supply

PC (Microsoft Windows) • 2019

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Quick resume

Battle an army of sycophantic cultists, zombies, gargoyles, hellhounds, and an insatiable host of horrors in your quest to defeat the evil Tchernobog. Squirm through 42 loathesome levels filled with more atmosphere than a Lovecraftian mausoleum.

Global score

95/100

Genres

Action, Shooter

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    Pros

    • Challenging and rewarding gameplay
    • Unique and satisfying weapon arsenal
    • Immersive horror atmosphere
    • Excellent level design with secrets
    • Includes expansions and multiplayer

    Cons

    • Steep difficulty curve may frustrate some
    • Some levels have confusing design
    • Multiplayer community is small
    • Minor bugs and sound issues reported
    • Cutscenes are dated

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have freedom to choose weapons, tactics, and explore large levels with secrets; gameplay encourages personal skill and decision-making."

      Capsule for Serious Sam HD: The Second Encounter Serious Sam HD: The Second Encounter

      "Players have freedom to explore levels, choose weapons, and use alternate fire modes; gameplay encourages tactical decisions and mastering mechanics rather than following fixed routines."

    • Competence

      Game with the same Competence vibe

      5

      "The game is challenging with a high skill ceiling, rewarding mastery of timing, spacing, and combat mechanics; players feel effective as they improve."

      Capsule for First Cut: Samurai Duel First Cut: Samurai Duel

      "The game is challenging with a high skill ceiling, requiring mastery of weapons, enemy weaknesses, and level navigation; players receive clear feedback on performance."

    • Competition

      Game with the same Competition vibe

      1

      "Includes multiplayer modes with duels and co-op, but most reviews emphasize single-player experience and personal progress rather than ranked competition."

      Capsule for Card Hog Card Hog

      "Includes multiplayer modes like deathmatch and co-op, but most reviews focus on single-player experience; some competitive elements exist but not dominant."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long playtimes, habitual play, and strong attachment due to addictive gameplay and replayability."

      Capsule for SYNTHETIK: Legion Rising SYNTHETIK: Legion Rising

      "Players report strong attachment, repeated playthroughs, and long sessions; the game is described as addictive and rewarding to keep playing."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Supports multiplayer and cooperative play, but many players enjoy solo experience."

      Capsule for Aground Aground

      "Supports cooperative multiplayer up to 8 players, but majority of player experience and reviews emphasize solo play."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players can experiment with different approaches to levels and use various weapons and tactics."

      Capsule for Katana ZERO Katana ZERO

      "Players can experiment with a unique arsenal of weapons and alternate fire modes; levels have secrets and multiple routes encouraging creative approaches."

    • Domination

      Game with the same Domination vibe

      -3

      "Community includes some toxic players, but overall multiplayer emphasizes balanced and respectful competition."

      Capsule for Wargame: Airland Battle Wargame: Airland Battle

      "Multiplayer is present but not described as toxic or dominated by power players; community described as groovy and collaborative."

    • Escapism

      Game with the same Escapism vibe

      4

      "The dark, atmospheric horror and immersive gameplay provide strong escapism from real life."

      Capsule for DOOM 64 DOOM 64

      "The horror atmosphere, immersive world, and intense gameplay provide strong escapism from real life."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of personal desire and nostalgia; no indication of obligation or external pressure to play."

      Capsule for Grand Theft Auto: San Andreas – The Definitive Edition Grand Theft Auto: San Andreas – The Definitive Edition

      "Players engage voluntarily out of personal desire and nostalgia; no indication of obligation or pressure to play."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players encouraged to try different weapons, strategies, and multiple playthroughs to explore game mechanics."

      Capsule for DEAD RISING® DEAD RISING®

      "Players encouraged to try different weapons, tactics, and explore secrets; game rewards experimentation with mechanics and strategies."

    • Exploration

      Game with the same Exploration vibe

      4

      "Levels contain many secrets and hidden areas; exploration is a core gameplay element."

      Capsule for DOOM + DOOM II DOOM + DOOM II

      "Levels are intricate with many secrets and multiple routes; exploration is a key part of gameplay and player enjoyment."

    • Expression

      Game with the same Expression vibe

      -2

      "Limited character customization; expression mainly through weapon choices rather than avatar personalization."

      Capsule for Spaceport Hope Spaceport Hope

      "Limited character customization; expression mainly through gameplay style and weapon choice rather than avatar personalization."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with gothic architecture, undead enemies, and supernatural elements."

      Capsule for In Death In Death

      "Strong horror-fantasy setting with occult themes, supernatural enemies, and an undead anti-hero protagonist."

    • Fellowship

      Game with the same Fellowship vibe

      1

      "Some community and multiplayer interaction, but majority of play is solo with limited social connection."

      Capsule for EMERGENCY 20 EMERGENCY 20

      "Some community interaction and multiplayer, but most play is solo; social connection is limited but present."

    • Growth

      Game with the same Growth vibe

      4

      "Players learn weapon interactions, positioning, and build optimization, showing clear skill development and mastery."

      Capsule for Gunlocked Gunlocked

      "Players develop skills in weapon mastery, level navigation, and strategy; learning curve is significant and rewarding."

    • Health

      Game with the same Health vibe

      -4

      "Primarily sedentary gameplay with no physical activity; some players report frustration and stress from difficulty."

      Capsule for Barony Barony

      "Primarily a sedentary gaming experience with no physical activity; some players mention frustration and stress from difficulty."

    • Idle

      Game with the same Idle vibe

      -4

      "Requires constant attention and focus due to fast-paced, challenging gameplay; not suitable for casual or background play."

      Capsule for Returnal™ Returnal™

      "Requires constant attention and focus due to fast-paced, challenging gameplay; not suitable for casual or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Social interactions are limited to multiplayer modes; emotional connections or close relationships are not a focus."

      Capsule for HeXen II HeXen II

      "Limited social interaction; multiplayer exists but emotional connections and close relationships are not emphasized."

    • Leadership

      Game with the same Leadership vibe

      -2

      "No strong evidence of leadership roles; multiplayer is mostly peer-based competition or collaboration."

      Capsule for Distance Distance

      "No strong evidence of leadership roles; multiplayer is cooperative or competitive but not focused on group management."

    • Progression

      Game with the same Progression vibe

      4

      "Players collect weapons, gear, and abilities; progression through levels and skill upgrades is core to gameplay."

      Capsule for Blades of Time Blades of Time

      "Players accumulate weapons, ammo, and power-ups; progression through levels and unlocking new abilities is core to gameplay."

    • Relaxation

      Game with the same Relaxation vibe

      -3

      "Gameplay is challenging and intense, requiring focus and skill; not primarily for relaxation."

      Capsule for Bayonetta Bayonetta

      "Gameplay is intense and challenging, often causing tension and requiring focus; not primarily designed for relaxation."

    • Sensation

      Game with the same Sensation vibe

      4

      "Strong sensory stimulation through detailed gore, vivid visuals, intense sound design, and kinetic gunplay."

      Capsule for Beyond Citadel Beyond Citadel

      "Strong sensory stimulation through gore, explosions, sound design, and fast-paced action; visually and aurally engaging."

    • Status

      Game with the same Status vibe

      0

      "No strong emphasis on social recognition or status; achievements exist but are not a major motivator."

      Capsule for Dungeons 3 Dungeons 3

      "No clear evidence of social status or recognition as a primary motivation; achievements exist but not emphasized."

    • Story

      Game with the same Story vibe

      3

      "Narrative is abstract and thematic, with emotional depth; story is integrated with gameplay and puzzles."

      Capsule for Braid, Anniversary Edition Braid, Anniversary Edition

      "Narrative is present with a defined protagonist and plot; story is integrated with gameplay and atmosphere."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires strategic thinking in combat, gear selection, and ability loadouts; timing and planning rewarded."

      Capsule for Injustice™ 2 Injustice™ 2

      "Requires tactical thinking, weapon selection, enemy prioritization, and resource management; strategic gameplay is rewarded."

    • Thrill

      Game with the same Thrill vibe

      4

      "High adrenaline combat, suspenseful moments, and risk-reward gameplay provide thrill and excitement."

      Capsule for Forefront Forefront

      "High suspense and thrill from challenging combat, ambushes, and tense encounters; players experience adrenaline and excitement."

    • Value

      Game with the same Value vibe

      4

      "Players perceive strong value for price due to gameplay depth, replayability, and nostalgic appeal."

      Capsule for Aliens versus Predator Classic 2000 Aliens versus Predator Classic 2000

      "Players perceive strong value for price with included expansions, replayability, and quality gameplay."

    • Violence

      Game with the same Violence vibe

      5

      "Enjoyment of combat and destruction is central, with graphic melee violence and gore as a core feature."

      Capsule for Warhammer: Vermintide 2 Warhammer: Vermintide 2

      "Enjoyment of combat and destruction is central; game features graphic violence, gore, and explosive action."

    • Survival

      Game with the same Survival vibe

      4

      "Players must avoid death, manage resources, and overcome threats; survival is central to gameplay."

      Capsule for R.I.P. - Reincarnation Insurance Program R.I.P. - Reincarnation Insurance Program

      "Gameplay involves avoiding death, managing resources, and overcoming threats; survival is a key mechanic."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Cooperation, Fellowship, Competition.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026