There’s a devil living in your basement wall. He’s hungry. Very hungry. And he demands meat. Not just any meat, fresh monster meat ground up and offered as tribute. That’s the delightfully twisted premise of Blunt Blade and a Hundred Halls, a retro-styled first-person roguelite slasher launching its first playtest this week. Developer Super Duper Vibes describes it as a boomy-shooty gory experience, and honestly, that undersells how wonderfully bizarre this concept is.
Kill, Grind, Offer, Repeat
The gameplay loop is straightforward and satisfying. Venture into an underground labyrinth filled with twisted dungeon freaks and mutated creatures. Slaughter them using an arsenal of weapons in fast-paced first-person combat. Collect their meat. Return home and run it through your meat grinder. Offer the ground meat to your basement wall devil. The devil is pleased. Repeat.
This structure gives purpose to the violence beyond just survival. You’re not killing monsters because they’re threats or because a quest giver asked nicely. You’re killing them because you have a demanding supernatural entity living in your wall who gets cranky when he’s not fed fresh ground monster meat. That’s motivation you can understand.
Boomer Shooter Meets Roguelite
Blunt Blade combines old-school boomer shooter sensibilities with modern roguelite progression. The pixel art aesthetic evokes 90s classics like Doom and Duke Nukem, but the procedurally generated dungeons and run-based structure come straight from contemporary roguelikes.
Each run sends you deeper into randomly arranged halls fighting different enemy configurations. Death means starting over, but with knowledge of enemy patterns and hopefully some permanent progression unlocked through previous meat offerings. The roguelite loop rewards repeated attempts as you master combat mechanics and discover optimal strategies for efficient monster harvesting.
Gory Slasher Action
Super Duper Vibes emphasizes the gory slasher aspect. This isn’t a clean tactical shooter where enemies politely fall over when defeated. Expect chunky violence, over-the-top gore effects, and satisfying feedback when weapons connect with monster flesh. The retro pixel art style allows for creative carnage without realistic graphics that might cross into genuinely disturbing territory.
The boomy-shooty descriptor suggests explosive weapons and loud, impactful combat. Guns that feel powerful. Melee weapons that crunch through enemies. Audio design that emphasizes every shot and every kill. It’s the power fantasy of classic shooters without pretending to be anything more serious than what it is: a game about feeding your wall devil.
The Announcement Trailer Song
One charming detail about Blunt Blade’s announcement trailer is that the developer recorded vocals for the accompanying song themselves. As someone presumably more comfortable with coding and game design than singing, this DIY approach adds authentic indie charm to the project.
Recording your own trailer music demonstrates the scrappy resourcefulness that defines small indie development. No budget for licensed tracks or professional composers? Record it yourself. The result might not be polished, but it has personality that generic stock music could never provide.
Playtest This Week
The first public playtest begins this week for players who want early access to Blunt Blade and a Hundred Halls. Interested testers can visit the Steam page and opt-in to request access. This represents the game’s first opportunity for community feedback before wider release.
Early playtests are crucial for developers to identify bugs, balance issues, and mechanics that don’t land as intended. For players, it’s a chance to influence development direction while experiencing the game before most people. The trade-off is accepting rough edges and potential problems that come with early builds.
Super Duper Vibes Studio
Blunt Blade isn’t Super Duper Vibes’ first rodeo. The Warsaw, Poland-based indie collective previously released MiniCar Shop Simulator, a completely different game about running a toy car shop with RC races and over 300 collectible vehicles. That game emphasizes silly fun and accessibility.
The shift from toy car shop management to gory first-person monster slaughter demonstrates Super Duper Vibes’ range. They’re not locked into a single genre or style. The connecting thread appears to be creating games with personality and memorable hooks rather than chasing established formulas.
Warsaw’s Growing Indie Scene
Poland has developed a reputation for quality game development, though most international attention focuses on major studios like CD Projekt Red. The indie scene remains vibrant with small teams creating experimental projects. Super Duper Vibes represents this grassroots development culture, making weird games on limited budgets with maximum creativity.
Warsaw specifically hosts multiple indie developers and game development programs. The concentration of talent, relatively affordable cost of living compared to Western European cities, and supportive local community creates conditions for indie experimentation to thrive.
The Devil in the Wall
Let’s appreciate how bizarre yet compelling the central premise is. Not a god, not a demon overlord, not some ancient evil. Just a devil. Living in your basement wall. Who wants meat. Specifically ground meat from monsters you personally killed in underground dungeons.
This setup raises questions the game probably won’t answer. How did the devil get in your wall? Why does he specifically want ground meat instead of whole carcasses? Can you negotiate better terms? What happens if you refuse? Does he pay rent? These unanswered mysteries make the premise more intriguing than straightforward narrative exposition would.
Community Question
The developer posed a question to the Reddit gaming community asking for top three boomer shooter picks. This kind of direct engagement shows they’re genuinely interested in what fans of the genre value. It also helps them understand their target audience’s preferences and expectations.
Building community before launch is smart indie marketing. Getting potential players invested in development, answering their questions, and demonstrating genuine passion for the project helps build goodwill that translates to wishlists, purchases, and word-of-mouth promotion.
Release Timeline
Beyond the playtest launching this week, Blunt Blade and a Hundred Halls doesn’t have a firm release date. The Steam page exists but lists no target launch window. This early playtest suggests the game is still in active development with significant work remaining before full release.
For interested players, wishlisting on Steam ensures you’ll receive notifications about the playtest, future updates, and eventual launch. The Steam algorithm also rewards wishlists by increasing game visibility, helping small indie projects reach wider audiences.
Frequently Asked Questions
What is Blunt Blade and a Hundred Halls?
Blunt Blade and a Hundred Halls is a retro-styled first-person roguelite slasher where you explore underground labyrinths, kill mutated monsters, collect their meat, grind it up, and offer it to the devil who lives in your basement wall. It combines boomer shooter action with roguelike progression.
Who is developing Blunt Blade and a Hundred Halls?
The game is being developed by Super Duper Vibes, an indie game collective based in Warsaw, Poland. They previously released MiniCar Shop Simulator and focus on creating games with unique premises and personality.
When can I play Blunt Blade and a Hundred Halls?
The first public playtest begins this week. Players can request access by visiting the Steam page and opting in. No full release date has been announced yet.
What genre is Blunt Blade and a Hundred Halls?
It’s a hybrid of boomer shooter, roguelite, and first-person slasher genres. The game features retro pixel art aesthetics, fast-paced gory combat, procedurally generated dungeons, and run-based progression.
How do you play Blunt Blade and a Hundred Halls?
Players descend into underground dungeons to fight monsters in first-person combat, collect their meat, return home to grind it, and offer the ground meat to a devil living in their basement wall. Death resets progress but unlocks permanent upgrades.
Is Blunt Blade and a Hundred Halls gory?
Yes, the developers describe it as a gory slasher with boomy-shooty combat. The retro pixel art style allows for over-the-top violence and chunky gore effects without photorealistic graphics.
What platforms will Blunt Blade and a Hundred Halls release on?
The game is confirmed for PC via Steam. Additional platforms have not been announced at this time.
How can I join the Blunt Blade and a Hundred Halls playtest?
Visit the game’s Steam page and opt-in to request access to the playtest. The first testing phase launches this week for early community feedback.
Conclusion
Blunt Blade and a Hundred Halls succeeds before you even play it by having one of the most memorable premises in recent indie gaming. A devil in your wall who demands ground monster meat. That’s it. That’s the hook. And it’s strong enough to make people curious about a game from an unknown developer with limited marketing budget.
The actual execution matters, of course. Plenty of games have great concepts that fall apart in practice. But the combination of proven boomer shooter mechanics, roguelite progression structure, and commitment to gory slasher aesthetics suggests Super Duper Vibes understands what they’re building. They’re not reinventing genres, they’re mixing familiar elements in an unusual way with a bizarre premise that gives everything context.
The playtest launching this week will reveal whether the gameplay loop delivers on the promise. Does grinding monster meat feel satisfying? Is the combat tight and responsive? Do the roguelite elements create meaningful progression? Does the devil have personality beyond just being a meat receptacle? These questions matter for long-term engagement.
But honestly, even if the game turns out mediocre, we’ll always have that premise. There’s a devil living in your wall. He wants meat. You’re going to feed him. And somewhere in Warsaw, an indie developer recorded their own vocals for a trailer song about this ridiculous concept. That’s the kind of authentic, slightly unhinged creativity that makes indie gaming worth paying attention to. Wishlist it on Steam, join the playtest if you can, and prepare to satisfy your wall devil’s hunger. He’s been waiting. And he’s very, very hungry.