Press kit
Bloodline: The Last Breath · Last updated 25 July 2026
Everything on this page may be used freely for coverage of the game — no permission needed. If you need something that isn't here (longer footage, a build, a specific screenshot, an interview), email [email protected] and you'll get a reply from the person who made it.
Fact sheet
- Title
- Bloodline: The Last Breath
- Developer
- Back to Static (backtostatic.com)
- Genre
- 3D bullet-hell shoot-'em-up
- Engine
- Unreal Engine 5
- Platforms
- PlayStation 5 · Xbox Series X|S · PC
- Players
- Single player
- Status
- In development
- Release
- To be announced
- Price
- To be announced
- Website
- playbloodline.com
- Press contact
- [email protected]
One line
A cinematic 3D bullet hell about the thrill of the kill — graze enemy fire to charge your hyper, then spend it to tear the screen apart.
Short description
Bloodline is a 3D bullet-hell shooter about surgical precision and the destruction it earns you. Skim enemy fire at point-blank range to charge your hyper, then unleash it mid-combo to tear the screen apart and keep the chain alive. A dramatic third-person camera replaces the genre's traditional top-down view, giving the storm real depth, weight, and light. Console-first, built in Unreal Engine 5 by one person.
Long description
The world has fallen to the machines. Humanity perfected itself out of existence — traded flesh for steel, and forgot the tremble of living things — leaving a cold machine world ruling the ruins of Earth. You are Marcus, the Reaper, pulled out of an earlier and more human age to do the one thing the machines cannot be trusted to do: fight.
Bloodline: The Last Breath is a 3D bullet-hell shoot-'em-up built around a single exchange: risk for power. Grazing enemy fire — passing close enough to feel it — charges a hyper meter. Spending that meter mid-combo unleashes a homing missile storm that shreds the screen and keeps the chain alive. Risk is the resource, and the only way to get more of it is to get closer.
Where the genre traditionally looks straight down, Bloodline pulls the camera into the arena — and the patterns follow. Enemy fire occupies real space rather than a flat plane, and focus mode slows the ship and arms a heavy laser while you read that depth, so threading a gap is a judgement you make rather than a shape you memorise. Boss fights are the spine of the game.
Every run is deterministic and replayable bit-for-bit, so leaderboard scores are verifiable and any run can be watched back. Built console-first in Unreal Engine 5 by a one-person studio in Spain.
Features
- Graze to charge, spend to destroy. Skim enemy fire point-blank to fill the hyper meter, then cash it in mid-combo to tear the screen apart.
- A bullet hell with real depth. A cinematic third-person camera, and patterns that occupy space instead of a flat plane.
- Focus mode. Slow to a crawl, arm a heavy laser, and read the depth of the pattern well enough to thread it.
- Rank that fights back. Kills, grazes and clean wave clears push your rank from D up to SS. Rank multiplies your score (up to 3×) and speeds up enemy fire (up to 1.5×) — and it cools off on its own if you stop engaging, so playing safe is a slow loss. Slow area-denial patterns are deliberately rank-immune, so they stay solvable at any tier.
- Boss fights as the spine. Multi-phase encounters built to be learned, not survived by accident.
- Verifiable replays. A deterministic simulation means every leaderboard run can be replayed and checked.
- Built for console. Targeting 60+ FPS on PlayStation 5 and Xbox Series X|S, with Unreal Engine 5 lighting and geometry.
Assets
Full-resolution screenshots (3840×2160, no HUD unless stated). Right-click to save, or ask and we'll send the lot as a zip.
- Hyper missile volley — the twelve-missile burst mid-flight
- Bullet pattern — enemy fire filling the arena
- Under fire — the ship threading a spread
- Close pass — the ship at camera
- Boss encounter
- Rank climb — HUD visible, showing the rank badge
Video is embedded on the main page; source clips at 4K/60 are available on request. A logo pack is still in production.
All footage and screenshots are captured in-engine. Please credit Back to Static.
About the developer
Bloodline is made by Back to Static, a one-person studio in Extremadura, Spain — code, design, art, and audio all by the same person, built in spare time by someone who loves this genre and grew up in awe of the people who were brilliant at it in arcades. More at backtostatic.com.
Contact
Press: [email protected]General: [email protected]
Studio: backtostatic.com