At Project House, Leeds over 40 games will be demoing, along with 300+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 26! Join us on the 21st of May for a day full of demos and round tables, networking and more.
This event is brought to you by Game Republic along with their Official Partners Red Kite Games, Double Eleven and Xsolla, with event sponsors Plus Accounting, Kudos Games, Steel City Interactive, Intel, Lenovo and Escape Technology.
Today we are looking at ‘Bloodshot’ which is confirmed to be at the event, from Hardly Hyperbolic!


Bloodshot, by Hardly Hyperbolic
What would be your description of your game?
BLOODSHOT is a rewind to a pure 90s FPS philosophy. Where speed, reaction time and skill come first. Players wield a modified shotgun that consumes their own blood as ammunition; as your speed and heart rate increase, so does your firepower. BLOODSHOT prioritizes pure mechanical speed and high-octane feedback to ensure that your enemies perish in the blink of an eye.
How did development start? (Were there any key inspirations or ideas that drove you?)
Development started in 2024 as a 10-day practice project for the team. We threw ideas on a whiteboard, with gameplay elements and themes the team enjoyed, we quickly fell into a passion-driven discussion over fast-paced twitch FPS games of years past. Following that, conversations about the nature of speed in these games arose, ultimately we wanted to craft a gameplay formula where players have to think about speed constantly. From that came the notion of tying the players’ speed to the speed of the bullet. The concept was simple: the faster you run, the faster you shoot. If you stop, the bullet crawls at a snail-like pace and you are an easy target for elimination. We wanted to punish camping, slow play and thinking. All players should think about is moving forward and clicking on the enemies.

Tell us about the team behind the game?
The team started out as a group of friends with a huge passion for all types of games, not just the mere act of playing or making games, but the essence of gaming itself. Being in love with the culture and community that has been brewing over the last 5 or so decades we decided it’s our turn. Our turn to give back; the countless hours we’ve spent having fun online, at our friends’ houses, gaming cafes, LAN parties and esports arenas. Hardly Hyperbolic was made for that exact reason. Passion. To share the passion we have for anything gaming. To let players take a break and have pure fun. Using a player first mentality we’ve decided to make our games for what we believe is the right reason, fun and accessibility. With backgrounds in programming, art, production and even engine creation, the team behind Hardly Hyperbolic is a well-rounded and skilled group of enthusiasts. Bringing joy to people’s lives through the child-like wonder and raw emotion we’ve all felt when we played that game.
What kind of experiences do you hope to bring players?
We hope to bring players into a trance-like state when they play BLOODSHOT. Nothing but the decimation of your enemies and the sweet taste of victory should matter when you boot up a game of BLOODSHOT. And then the itch to queue again. BLOODSHOT offers immediate rewards to players with its gruesome kill feedback and grungy aesthetic, and further fulfilment in the long-term as those players strive to attain mastery of its movement, maps and mechanics.

In 10 words or less, highlight the appeal of the game.
Top-fragging and bragging rights: the only things that matter.
Any links to access/wishlist the game?
If you can’t wait for the bloodshed to commence, wishlist on Steam and receive the right to draw first blood!
