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It's growing! The pool is growing!
It gets bigger and stronger every day and now we've made it angry!

 — Agent ████


SCP Bloodwater is a strategy management defense game inspired by the SCP Foundation's SCP-354 ("The Red Pool").


In this game, you take the role of a newly appointed Site Director at the Red Pool Containment Zone, also known as the Area-354 Containment Site. Your mission as the new Site Director is three fold: 

1) Harvest Resources:

2) Attack and Defend:

3) Research and Progress:


Be warned; this is an anomalously strategic game.

  • Which research should you do first?
  • How many D-Class should you deploy?
  • What type of military unit should you use against that beast? 
  • Should you retreat now and save your team or continue the assault?
  • Should you focus on your military and conventional weapons or research genetics instead and use the Red Pool's monsters against it?

Do you have what it takes to defend your base until the Red Pool awakens? 


In this universe, SCP-354 has been elevated to Thaumiel for the discovery of SCP-354-B, which are valuable organic material that drops from entities that SCP-354 manifests, referred as SCP-354-A.


For this reason, the SCP Foundation have launched operations in order to harvest more SCP-354-B which in turned had only made SCP-354 angry. Consequently and unsurprisingly, the more they harvest SCP-354-B and the more they slaughter SCP-354-A entities, the larger and stronger the swarms become. But you got no choice, similar to the Y-909 compound, SCP-354-B is just too valuable so these harvesting operations must continue as much as possible.

SCP Bloodwater is our second complete attempt to make and publish a commercial indie game. Our team started as creative writers, horror enthusiasts and passionate artists that eventually coincided in game development. On a personal level, we're a huge fan of the SCP Mythos, creepypasta and various other Internet horror so we plan to make more games about them in the very near future.


Please consider supporting us through our Patreon and get early and exclusive access to special SCPs like SCP-682, SCP-939, SCP-1048-A, SCP-106, SCP-096 and SCP-049. 


Supporting us will allow us to further make games and hopefully get enough financial support to become a fully-fledged game studio.

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"SCP-354" by Dave Rapp, from the SCP Wiki. Source: https://scp-wiki.wikidot.com/scp-354. Licensed under CC-BY-SA.


NOTE: This game is still in development and will receive more updates soon.

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🩸BLOODWATER [Full] (Android) 155 MB
🩸BLOODWATER [Full] (Linux) 177 MB
🩸BLOODWATER [Full] (MacOS) 158 MB
🩸BLOODWATER [Full] (Windows) 143 MB

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(1 edit)

Bruh Android keeps crashing

Great game. Nice visuals, theme and no bugs found by me. Neat overall. My only problem is... Where is the speedup button?

It's a nice game, albeit a bit too hectic/clicky for me. I rarely get to think about strategy because I'm constantly dealing with tactics, automation of production comes too late for me and the retreat cooldown is brutal at the start which makes constantly managing research imperative. Then you get to the upper levels and see 16min+ research times... I actually restarted on easy just to have time to figure it out.

How to defeat that portal like orbs?

Close combat units or acid if you have it already.

(+1)

So I just started today and on wave 13 my game doesn't let me click on anything it only lets me scroll left and right so I reload my game and same thing happens? Can you fix this please? Other than that 100/10 game

amazing game would recommend

And here is my very late Christmas present for you: 

 

I recently managed to win the game in Euclid (Medium) difficulty level. Looks like the hardest thing is surviving the first 3-4 waves in order to kickstart Production (Refine Duplication and Crystal Fractalization are probably among the first upgrades that you should get). In this way you get stabler sources of money and the game starts being manageable, but you must always be on your toes, because a small distraction could be fatal.

I wanted to achieve Military Might and Basic Weapons also in Euclid mode, and I did - but unfortunately, the game has no way to track this if you already got Military Might and Basic Weapons in Safe mode. So I'm not even sure if I really got Military Might and Basic Weapons in Euclid mode, because it's unfortunately very easy to click the wrong button by mistake (it happened e.g. when I tried to achieve Sacrifice in Easy mode: at the end of the game, I was not awarded it, probably I clicked Retreat once by mistake, maybe I clicked it instead of the scrollbar).


What is the hardest between Military Might and Basic Weapons? Hard to say, both have their pros and cons. In Basic Weapons, it's good to focus on genetics because you don't have to upgrade every single type of military unit, you just crank Aggression and Endurance; on the other hand, I really miss some tactical military units, especially shields and snipers. In Military Might, the good thing is that you can completely forget about Essence and Genes, so you can pump up crystals and cores like there is no tomorrow; on the other hand... well, duh, no big beasts, you'll have to sacrifice units more often. So, in the end, I'd say Military Might is a bit harder than Basic Weapons: what do you think?  

Speaking of milirary units, some things that still bug me:

  • it's hard to balance the relative speed of the various military units, and for some units, you can't increase the HP without also increasing the speed  (and for some of them, you can't even increase the speed). So, sometimes you end up splitting your army too much, which leads to complete failure.
  • Shotguns. I never used them, because they seem to suck, or I suck at using them. I'm curious: do other players use them effectively? if yes, how?     

I still hope developers will show up again some day ... meanwhile, Merry Christmas everyone!

add gore

There is one bug i would like to report. Whenever i open the research menu and close it after having served it's purpose, the little spinning wheel in the top left corner of the menu will sometimes not go up all the way and get stuck at the top of the screen, making it to where i can't even play the game properly unless i refresh the tab entirely.

Since I always die in Medium/Euclid mode, I did other intermediate challenges, in Easy/Safe mode.

So, after the "Basic Weapons" achivement, I got "Military Might", "Truly Optimized" and "Life Matters".

Since I gave you too many unsolicited suggestions... here are some OTHER suggestions!

  • add a gory death animation for the Blood God.
  • show an epilogue. It does not need to be animated, maybe just crawling text that tells us what happens after the defeat of the Blood God. Is the Red Pool still there? Does it still spawn monsters? (if not, the O5 may be disappointed, since they wanted those pink candies so hard). Will the player be promoted? But "promoted" in a world of monsters is not always good news: add some ominous reference to a next assignment, so you have a sequel hook. This is SCP, even the happy ending should be a bit CREEPY...
  • at the end, show the Achievements I got in this game (distinguishing the new ones from "the ones that I already have but that I nevertheless achieved AGAIN in this game"). Otherwise, to know what I got, I have to remember the Achivemenent screen "before" the game and compare with the current one, it's annoying (e.g. in my case, I don't know with which game I got "Life Matters", I suppose it was the same where I got "Truly Optimized", but I can't know for sure). Show congratulations if I get Achievements, even if I lose: funny enough, I think I got the "Millionaire" and "Well Respected" achivements in a game I lost!
  • The epilogue may be different according to the difficulty level and/or the way the game ended (the Achivements themselves?). What if the "Military Might" leads to a more militarized Foundation? On the other hand, who knows what effects a heavy focus on Genetics can have on the SCP universe? 
  • (maybe this is too much...) when the player gets an Achivement, you may give them some kind of bonus that they can spend in another game. The bonus may be given only the first time you get the Achivement, or every time (or it may be a lesser bonus for the second time and after).
(2 edits)

O devs where are you? the last time they commented, it was two weeks ago...

Some questions about the Icefang (the ice tiger, aka SCP-354-15):

  • according to SCP lore, the Icefang is "agile enough to dodge most gunfire". Anyway, in the game, I took it down with a Sharpshooter. For me, it's very convenient (since, on the contrary, the Magmatooth is canonically bulletproof), but is this by design? (maybe in-universe this unit is a so good sniper that the tiger does not see it coming?)
  • according to SCP lore, the Icefang lost to the Magmatooth, so it's vulnerable to heat. And in game, it is, in fact I can take it down with a Magmatooth or flamethrowers. Anyway, it looks like it's immune to ground fires: it blinks red when it passes or stops on ground fires, but apparently it does not take damage! Is this by design? (Note that luckily for me, the Magmatooth takes damage from the ground fires). 

Some other remarks:

  • When I order the Retreat during a battle, sometimes my units (humans or monsters) turn around and... they continue performing the attack animation, but in the wrong direction, i.e. towards the other retreating units. I don't think they are really attacking their own friends, but it's confusing. And it's not just a visual thing: units that waste time attacking air are not retreating and so are more vulnerable.
  • most bulletproof monsters, with the notable exception of bears, still recoil when hit by a Sharpshooter (of course they don't take damage), but at the same time, they don't budge under a shower of 12 level-3-empowered machine guns... is this by design? It is not just a visual thing: the recoil temporarily stops them, if just for a seconds, but that second can be precious.
  • about machine guns: the Research menu and its descriptions say "Gattling" all over the place, but the Personnel entry for Blitzstorm units correctly says "Gatling" (except maybe in this universe Richard Jordan Gatling was named Gattling instead!) 
(+1)

hello I was wondering if you could make it to where you could station guards on the door as so you have a little more defense like you could buy machine Gunners and put them on a tower or something

(1 edit)

I don't know if a turret would help... it would maybe give us some breath in the early game, but by the time you get machine guns, the most dangerous monsters are bulletproof (and anyway, wouldn't the monsters attack the turret instead? especially the flying ones and the ones with a ranged attack?).

By the way, a problem that bothers me is covering the retreat, especially when the enemy has fast monsters, e.g. the Icefang and Magmatooth (the tigers).

I order the retreat when I think it's the best, and according to Murphy's law, the enemy spawns a Magmatooth that wipes away the slowest retreating units. For this prupose, I sometimes tried to sacrifice a fast Scarlet Wing: but it's very weak and the time gained is not so much... and even a  "cheap" Scarlet Wing still costs a gene...

A similar "scaled down" situation occurs in the early game, if the enemy spawns a Scarlet Wing that bites my back during the retreat. And at the beginning, when I'm struggling to survive, I don't have genetics and so I can't spawn Scarlet Wings or any other fast unit.

(8 edits)

I did it! Pheeew, it was close... and I did NOT manage to get a lot of potentially interesting researches, due to lack of time and funds. (And I still don't know how to get the giant lizard! Which I suppose is named SCP-682)

The Blood God design is stunning, with all those you-know-what inside.

On the contrary, the end screen, "Blood God Defeated - the end", is anticlimatic after all this effort: so, as a revenge, I send the devs here to ruin their life :D 

Jokes aside, if the devs are interested, I can send my quasi-final stats, if this can help balancing the game.

While most people complained about the Retreat cooldown (which is unfair, I must admit, but after some practice I found it manageable), I have other concerns:

  • When units are in the same spot, their health bars overlap (for both me and the enemy), so it is hard to assess how the battle is going.  
  • To add insult to injury, dropped resources cover the health bars completely. A textbook case of Obstructive Foreground.
  • When you send a unit, the counter of total units on the field (on the right) takes time to update. This can be annoying and hinder tactics.
  • Where I work, the UX team is always on our throat if they see a horizontal scrollbar. In this game you already have one (to pan the scenery), but when you get a lot of unit types, another one appears! It makes selecting the units harder. I want to send the best units for the job, in the correct number, in the correct order: but this is not easy if I have to scroll left and right (and sometimes the bar autonomously moves left or right and makes me select the wrong unit type. Maybe this happens if I'm selecting units while other units are returning to the base). So please try to review the design of the unit selector. If, in the end, the unit scrollbar is unavoidable, at least find a way to compensate it. A worthy reward for a player that reaches this level would be the ability to pause the game even in the main screen... maybe even some kind of RTWP ? or am I asking too much?  (I'm sufficiently old to remember the frustration of launching an attack with many units in Dune2, they never arrived in the order or formation I wanted!) 

EDIT (30/10/2023): another game! I was looking for a challenge so I aimed for the Basic Weapons achievement, and I got it! I thought it would have been harder then the normal strategy, and in fact it is, but only at the beginning. About mid-game, I found it even easier... TOO easy probably... at a certain point, I realized that the waves were not challenging any longer, that I had a lot of money and nothing useful to research further, and enough firepower to kill the Blood God twice, but unfortunately I yet don't know how to summon it (her?) before the end. Maybe this is a sign that I'd better move on, to the the Medium/Euclid mode... 

EDIT2 (01/11/2023): failed very soon in Euclid/Medium mode, maybe I'm not ready yet? :( 

But since the monsters are clearly thougher, having less initial money and rep sounds unfair (I'd reserve this for Keter and above). And did I really say that the Retreat cooldown was manageable? I retract it, your honor!  ;) 

Meanwhile, some other findings:

  • Even when I'm high level and I have a lot of money, Reputation is still a harsh bottleneck. And if it's a nuisance in Easy mode, it's deadly in Medium mode. I'd suggest to review this "double currency" mechanism to make sure it's really balanced.
  • If I pump up my Sideguards with extra research, the bullet counter appears only when they have 14 bullets left, but not before: is this a bug or by design? (I did not try with other units).
  • in the Genetics info for the Blood God, it says "it is unknown if this entity is capable of leaving the Red Pool", and it's ok at the beginning. At the end, it deserves something more creepy, since the Blood God is literally crawling to get you
  • Trying to delete a saved game does not work (of course I can overwrite them, but it's just a workaround). 
  • When I load a game, the Auto options that were checked when I saved are not enabled. It could be by design, and it could be a good idea, to avoid wasting resources, but it should be clearly documented, to avoid confusing the player. And after you reach Duplication Level 5, duplication should be always automatic: having the checkbox for duplication makes no sense whatsoever, because it does not waste anything, it's all gain for the player.
  • Some days ago I pointed out that the Personnel menu shows the number of units in the base, but not outside. For Genetics monsters, it shows neither: again, having both would be very useful, to take informed decisions.
  • The game lets you research higher levels of Genetics even if they don't unlock new monsters. It should put a cap on it, so the player does not waste money and rep dreaming of extra monsters, or extra abilities for existing monsters, or some other secret boon (Unless there is REALLY a secret boon at really higher levels!).
  • The same is (probably) true also for Director Orientation.
  • There is STILL the bug about Sirens transforming into Needles when they come back to my base! This is a real pain, since this does not happen for other monsters, and the Sirens have a valuable AoE attack that Needles lack.
(4 edits)

I'm back!

This time I'm trying to balance military units with genetics.

Now I have MY OWN big damn fire cat! And a big damn hedgehog-bear! 

(And also a couple of flying leeches, even if they always seem to perform better when the enemy uses them: anyway, it may be my own bias, or I can't use them well... EDIT: probably this is the same bug pointed out by kiddage456js some days ago. If it is by design, it's unfair, I paid for Blood Sirens, not for lesser Needles!).

Oh, HOW I would like to put a leash on the cat so it would not run fast past my shield-bearers and right into the Red Pool! so I'm forced to click Retreat even if I'd like to move a little further - but I suppose this IS the point of this game...

The downside to this new strategy is that I have less money than in the previous runs (but more Reputation) and less tech improvements... how long will I last? 

EDIT: I'm at Day 43 and I'm still alive! Hooray! What now? How I can I get the giant lizard I see in the trailer? (EDIT: now I see that there are Achievements! One of them says "Spawn the indestructible reptile, somehow", so it's something the player must discover on their own. Well, for now I can say that researching Genetics Level = 10 13 does nothing, maybe some extra levels are necessary, or it is something else, or a combo). 

Meanwhile, the waves become stronger and stronger... 

Good game but have people need a transate.

Im spanish guy and my english its a basic english

(+1)

You made me remember the first times I tried games in English, many, MANY years ago... knowing little or no English, it was sometimes funny, sometimes nightmarish (and sometimes useful in retrospect). 

I made hilarious mistakes trying to guess words (who had TIME to look every term in a paper dictionary?) and falling for "false friends" against Italian words, e.g. I thought "alignment" was something related to food, my good guy was "male" so I thought he was "evil", not to mention gotta/gout and gonna/skirt confusion... 

its the anime faced bald walter white for me

(6 edits) (+1)

A very good game, but I find it hard even in easy mode... er... at least for an old, eternal noob like me ^__^'

The first three times I died very quickly. The fourth and fifth times, I survived to around Day 40-42, then the waves overwhelmed me, especially those big damn fire/ice cats.

 I focused on military units, maybe I should have tried genetics instead? But there are so many things to do, and I always lack resources (in particular, it looks like just a couple of battles going wrong start a Slippery Slope of Dooooooom for the reputation)... Or maybe I just suck at the game! :D 

Some suggestions: 

- background music is fine, but sometimes the beat sounds like bullets firing, making me think a battle is still in progress.

- when enemy is at the gates and I send long-distance shooters (e.g. Sharpshooters, gatling guys, leeches, etc), they are in a blind spot inside the base so I cannot see how many of them are there, and how many bullets they still have. I don't know if it is a characteristic of the game, or maybe just my setup (Windows 11, in the Google Chrome browser). EDIT 02/11/2023: I'm starting to get used to this, and while it has its cons, it also has pros - namely, it's the only way to order a precision strike at the best possible moment. 

- in the Personnel menu, when I select a type of unit, it shows how may of them are in the base. It would be useful to also show how many of them are currently outside. 

- sometimes the emeny big damn fire/ice cat glitches, especially when it is running to my base while my units are retreating (which may be a good thing, if it slows down the beast and save the ass of my units...)

Kudos again!

(+1)

This is an amazing game and a lot of fun. 

I did notice that it occasionally seems like I get an extra raw or two at the beginning from gathering.

Also, when Blood Sirens return to your facility, they become Needle Wings.

Not sure if either of these are intentional.


Additionally, I can't tell what Ethics Evaluation does. Is there some minimum you must keep reputation above because if so, I haven't noticed it (unless it lets you go negative perhaps)?

(+2)

The game is good, but the mobile version doesnt work.

(+4)

I was wondering if you could make it to where we could put turrets at the door and to make it so you can Retreat quicker so you don't just send people to the death instantly

(+1)

i second this make it a pricey upgrade but a upgrade you want early also for the D class you can increase movement speed plus the retreat button upgrade otherwise just use body block units like snails mauraders and shieldmen

(1 edit)

I think that not having the Retreat button always available IS indeed the point of the game.

You may call it an artificial difficulty (and probably it is indeed) but we can also justify it in-universe: the fresh military units are cocky guys that think themselves as invincible and underestimate the power of the Red Pool monsters ("Second Lieutenant, Jake Jenson. West Point. Graduate with honors. We're here because you are looking for the best of the best of the best, sir!"). With appropriate training in Safety Procedures, which are core of the SCP mythology, they learn to do like good old friend Khalid: "Better part of valor, better part of valor!!!".

(+1)

okay that makes sense and thank you for the reply

Still, don't mistake me: I still find it a bit frustrating (Not now that I have Safety Procedures Level = 16 , but I had to spend a lot to reach it). 

Anyway, I hope the developers will soon reply to this and other points we raised... 

(+1)

Age of war be like

(+3)

Age of SCP

(1 edit) (+3)

might be just me but even in the easiest difficulty the waves get huge numbers


I also found two bugs:

- the first one happens almost every time I close the management menu, the menu, although no longer visible, is still there which prevents me from interacting with the game's UI, I can still close it by repeatedly pressing where the close button of the menu should be until it closes properly

- the second one didnt happen at first but after the first time it happened it happened every time even when I started a new game; my ranged units would stand still and start shooting way before the enemies were in their range; this caused me to lose many times as my unit's shots would be completely wasted instead of damaging opponents


I'm not sure why either bug happens, but they were constant for me and prevented me from really playing the game

(+2)

The huge wave counts on the early game and easiest difficulty is an unexpected programming outcome that turned out to be for the best.

However, if you notice those huge waves only happens at night.

(+2)


I have nothing to say, except it's really well-made game with a lot of gameplay (it's a really long game as far as I can tell from the screenshots). This game actually requires a lot of thinking (especially at early stages of the game) as sending your troops and harvesters too far is not a great idea.

Enemies which die nearby The Red Pool will drop unobtainable resources, so you need to make sure no one overextends - later on it's a different story - you need to have upgraded retreat command I guess, because of the fact you start sending a fair number of troops so you eventually won't be able to save every soldier.

There are a lot of researches to be made - some of them not really useful (fe. investing in firepower of first troops you can deploy) and some of them are nice to have (probably a "must have" in higher difficulties), and critical ones.

This game is quite hard to play efficiently, but it starts getting more interesting as you start to understand what you should do.

We're glad you like our game! 

(+2)

pretty fun.

(+1)

Thanks!~

(+1)

This is definitely a good defense style game! Covered most of the first parts of the game. Made a video on it.

(+1)

Awesome video!

(+1)

this videogame are in some levels awesome pixelart 

(+2)

This Games Is Kind a Little Fun But Is stil Miss SomeThing Is nEED a lOT Thing

(+2)

Cool game, but very difficult. Reminds of those classic Flash games 

Great video!

(+1)

SCP Bloodwater Gameplay

Awesome!

(+1)

The game won't go past the gobot then the game shut's down

What device/platform are you playing on? Web? Android? Windows?

windows

(+1)

looks great can't wait to see more

(+1)

Thanks!

(+1)

I am absolutely looking forward to this project, keep up the good work mate! 

(+1)

Thank you good sir!!!