GAME DETAIL
Grim Pulse: The First Blood
Grim Pulse: The First Blood draws inspiration from several modern action titles, blending stylish combat, cinematic storytelling, and an open-world structure into a multi-release story. It's based around the "First Vampire" from ancient times, times which have long since been forgotten.
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Steamの詳しい説明を読む
EARLY ACCESS PRICING INFORMATION:
During the Launch of Early Access, Grim Pulse: The First Blood will be available for $7.99, this price point reflects the lowest price for the title as it climbs to the respective price of $24.99 over time. Additionally, there will be a 10% discount for Early Access adopters!
Grim Pulse: The First Blood
A fast-paced character action game where you transform mid-combat, chain stylish combos, and uncover a hidden vampiric system controlling a modern city.
Key Features
Transformative Combat System
Unleash powerful transformation states mid-combat to evolve your abilities in real time. Shift between forms to extend combos, adapt to enemy behavior, and dominate encounters with fluid, high-speed combat.
Advanced Combo Expression
Chain light and heavy attacks, aerial sequences, dodges, and weapon transitions into seamless combat flows. Master timing, positioning, and execution to push your combat skill to its limits.
Dynamic Weapon States
Wield multiple unique weapon sets that swap dynamically during combat. As you grow stronger, weapons evolve, altering not just damage, but how combos, finishers, and combat behavior function.
Cinematic Finishers and Combat States
Trigger brutal, cinematic finishers and enhanced combat states that reflect your progression. Combat is not just mechanical, it is expressive and evolves alongside your mastery.
Eavesdropping System (Narrative Through Observation)
Listen in on dynamic NPC conversations throughout the city. Information is not given, it is discovered. What you hear can unlock quests, alter outcomes, or permanently close opportunities.
Conversations happen with or without you
Not all information is reliable
Missing details has real consequences
A Living, Layered City
Explore a modern city inspired by New Orleans(WIP), built on top of a hidden, ancient system.
The Overworld: Active streets, social systems, and hidden power structures
The Underground City: A labyrinth with no guidance, navigation must be learned
The world exists independently of the player. You are not the center, you are part of it.
Vertical World Design
Control space, not just movement.
Rooftops offer visibility and strategic advantage
Streets expose you to danger and surveillance
Depth and elevation directly impact gameplay, combat, and information access
Vampirism as a System
Vampirism is not a power fantasy, it is a persistent system shaping the world.
Structured through covens and hierarchy
Maintained through control, access, and fear
Embedded into the city’s infrastructure
The Coven System
Face powerful vampire factions controlling the city from above.
Three major covens dominate the skyline
Each tower is a multi-layered challenge
Progression unlocks memory, power, and truth
Boss-Driven Progression
Battle through a wide range of enemies and bosses:
Overworld and underground mini-bosses
Multi-phase tower bosses
High-stakes encounters that test your mastery
Each victory reveals more than just progression, it reveals the world itself.
Narrative Through Discovery
Story is not delivered, it is uncovered.
No forced exposition
Lore is fragmented, overheard, and implied through the cities
Truth must be pieced together through action and attention
Player-Driven Consequences
The world does not wait.
Quests can change or disappear
Information can be missed
Outcomes persist based on your actions
Every decision carries weight.
Cinematic Storytelling
Experience a narrative supported by a large set of handcrafted cinematics that enhance key moments without interrupting immersion.
Exploration Without Handholding
No constant markers, no forced direction.
Learn through observation
Navigate through memory and experience
Discover paths others may never find
The "Grim Pulse: The First Blood Wallpaper" was Rendered in Unreal Engine 5.6, no AI were harmed in its creation.
Giving back to the community, how it was done:
While I can't give out my post process settings I can say the below~
Set your Sequencer shot up for 12 FPS, then keyframe 360 frames
Add your particle systems, and system deactivate 15 frames before 000, and then place activate where needed
Export as EXR or PNG
Choose 10-14 frames
//Use blend by screen space, additive, and multiply as needed
//Top two levels should be at 40% opacity
//On the third to last layer, convert this to a painted look with displacement options
Grim Pulse: The First Blood
GP: TFB draws inspiration from several modern action titles, blending stylish combat, cinematic storytelling, and an open-world structure into a multi-release story. It's based around the "First Vampire" from ancient times, times which have long since been forgotten. "The First Blood" arc takes place in the middle of the story itself, with Aelthar waking into what he assumes is the "real world" whereas in fact it is still an awakening state from the Eternal Sleep he was placed into over 9,743 years ago.
Grim Pulse: The First Blood is set place in a modern era city, with hints of New Orleans Soul scattered throughout it in the sense of surroundings, environmental audio built into one of the centric features of Grim Pulse, Eavesdropping. You'll find there are conversations, hundreds, potentially thousands of conversational dialogs throughout the city itself, all bleeding knowledge of different types.
One of the biggest motives to creating this title is to open the world of modern day Vampyrism up to the masses, create knowledge based findings, teaching moments(have you seen Vampires of New Orleans - The Documentary?), and explore the modern world habitual while also providing entertainment.
Being a New Orleans native, this is centric in scope.
Grim Pulse: The First Blood is based on a linear quest series, but with vast open world elements. One massive city "above", and one massive city "below" which play pivotal roles in the sequencing of the series during Aelthar's awakening.
Grim Pulse is not created to fulfill a fantasy.
It was created to examine what happens when systems designed to protect humanity outlive the principles that justified their existence, and to fill the market gap with Vampiric titles, to date, there is no modern day vampiric title that is set in a truly open and explorable world with cinematic story elements in tow.
That said, this is not a story about monsters rising from the dark.
It is a story about infrastructure that never shut down.
It's a different take on the Dawn of Vampirism, of Humanities Machina.
The Failure That Never Ended
In an era so far removed from the present that it has lost its name, humanity attempted to solve a problem it could not accept: instability.
Reality itself was volatile. Civilization rose and fell not because of war or scarcity, but because the underlying structure of existence was inconsistent.
Humanity responded the only way it knew how.
It engineered a solution.
The Pulse Core was not magic, myth, or prophecy. It was a human-built calibration device, designed to normalize reality, to stabilize cause and effect, to impose continuity where none could be guaranteed. It was built with the confidence that intelligence alone was sufficient justification.
The Pulse Core worked.
For a time.
Then the calibration drifted.
The failure was not explosive. It was systemic. The Pulse Core did not destroy reality. It reinterpreted it. Boundaries between states collapsed. Physical law persisted, but meaning fractured.
From this malfunction emerged the Legion of Night. Not demons. Not curses. Aberrations born from misaligned calibration states. Some monstrous. Some almost human. All persistent in desire, consume. Nearly leading to societies ultimate collapse.
Vampirism was not an outcome that anyone planned.
It was a stable error.
Vampirism as Infrastructure
In Grim Pulse, vampirism is not a gift, a curse, or an identity. It is a system state. A survivable configuration born from the Pulse Core’s failure.
It allows longevity.
It demands hierarchy.
It rewards fear.
Over time, vampirism became normalized for a time, and furthermore over time became hidden. Societies formed around it. Cities adapted. Power structures hardened. Rituals replaced ethics. Feeding became regulation. Immortality became administrative.
What began as an error became governance.
The Pulse never stopped.
It only changed hands.
Aelthar Valeric Was Human
Aelthar Valeric lived during the final age before the world collapsed into continuity without meaning. He was not chosen. He was not destined.
He was human at the exact moment humanity realized it had lost control.
When the Legion of Night spread, Aelthar became something else, something hardened by regret. Not because he sought power, but because power required a counterweight. He fought the creatures spawned by the malfunction for over three hundred years.
Not as a savior.
As a corrective force.
He did not build a legacy. He reduced damage, as the only survivor of proper mind left from the site where the Pulse Core was created. Damage not caused by the Pulse Core, but Humanity itself.
Eventually, even that role became inconvenient.
Aelthar was put to eternal rest by what is now considered to be called "The Covens", a society above society. Not honored. Not remembered. Simply removed. A system stabilizing itself by eliminating friction.
Nine thousand seven hundred forty three years passed.
The world has reorganized.
The World That Survived Him
The world of Grim Pulse is not post-apocalyptic. It is functional. Cities operate. Trade exists. Nightlife thrives.
Vampiric society has matured into something efficient and yet deeply unethical.
This is a world that no longer remembers why restraint mattered.
Aelthar does not return to stop an invasion.
He returns to a world that moved on without him. Forgotten him. Has no need for him.
He is not special because he is powerful.
He is dangerous because he remembers.
The Dream World Is Calibration Space
The dream world in Grim Pulse: The First Blood is not metaphor.
It is not psychological symbolism. It is a calibration layer, where suppressed states surface and unresolved errors bleed through from the real world itself. Aelthar is is a learning state while awakening to the real world, in doing so he is able to sense the blood around him, and mentally feed from their thoughts.
It's there thoughts that have built this dream world Grim Pulse: The First Blood takes place in.
This is where the Pulse still corrects itself.
Dreams are not visions.
They are diagnostics.
The player is never told this outright. They infer it through repetition, distortion, and silence. Grim Pulse does not explain its systems because explanation implies permission.
Understanding must be earned.
Silence as a Design Principle
Grim Pulse assumes the player is intelligent.
Exposition is avoided. Lore is not simply just delivered. It is overheard. It is implied. It is contradicted. Truth exists in fragments.
Silence is meaningful(Eavesdropping).
Implication matters. Not every truth is explained.
Not every character deserves clarity. This is intentional. The game does not guide the player toward comfort. It guides them toward responsibility(or otherwise, free-play mode wandering the city).
A World That Does Not Center the Player
The two cities of Grim Pulse are not simply stages.
They are environments that exist independently of the player’s presence. NPCs speak to each other. They argue. They gossip. They plan.
The eavesdropping system allows the player to listen, but listening carries risk. Proximity matters. Being noticed matters. Information changes potential outcomes permanently.
Side Quests do not wait. Routes can close. Consequences persist.
You are not the axis of the world.
You are as a player are just a variable.
Verticality as Hierarchy
Grim Pulse uses vertical space deliberately.
Rooftops are places of observation and control. Streets are places of exposure. The higher you are, the more you see, the more you see - the more you can find
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 0人 | 最終観測:2026年8月21日 21:18(36日経過) |
| 24時間ピーク | データ蓄積中 | 履歴あり・更新待ち・直近7日 0件 |
| Steamフォロワー数 | 未集計 | 最終観測:未集計 |
| 7日フォロワー増加 | 2件以上で集計 | 未集計・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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