TryNextGameEncuentra tu próximo juego
ES
← Volver a los descubrimientos

PRIDEBLOOD -Born of Claws-

Demo disponible

Studio JKMRDescubierto Sep 19, 2026

About the game

Las carreras de caballos del mundo real se sustituyen por batallas de monstruos en un mundo de fantasía. Críalos, haz que luchen y alcanza la cima entre 2.000 rivales. Se mantienen el calendario, las categorías y los pedigrís de cinco generaciones de las carreras, así que hay poco que aprender. 576 batallas al año, hasta ocho a la vez, todas automáticas. Sube uno al Workshop.

Descripción original de Steam

Real-world horse racing, swapped for monster battles in a fantasy world


The annual calendar, classes, five-generation pedigrees, breeding after retirement — that part stays exactly as racing does.
So there is little to learn from scratch. Raise them, fight them, and climb to the top of 2,000 rivals.

The terms and rules are all in the World Glossary, written to be read.
You never have to read it. What you need is on screen.


How a year plays


A year is 48 weeks. You build a weekly training plan, pick entries from the annual calendar, and send monsters out while watching condition and fatigue. Monsters you cannot keep up with can have their training and entries handed to the Steward.
The calendar holds 576 battles a year — 72 graded and 504 condition battles.

Prize money goes into your facility. There are 17 facilities. Upgrade one and every monster raised there benefits.

Retired monsters move into breeding and carry the line forward.

The battles are worth watching


Campaign battles come in two formats: one-on-one tournaments, and battle royales where
up to eight monsters are dropped onto the same field at once and whittle each other down.
They move on their own judgement, take position, and fire off skills. During a battle, you have no input at all.

Four-way affinity — Technique beats Power beats Speed beats Intelligence beats Technique — and eight build archetypes.
Terrain, weather and lunar phase shift the maths underneath, so the same opponent can give a different result next week.

Every battle you watch is recorded, and you can go back to it.
Open a monster's stats after a battle and you can see exactly what it was doing.

What a monster is worth only shows when you raise it


Current stats are shown as numbers, almost all of them.
What is never shown: potential, growth curve, and the ceiling. The numbers on screen are not the answer.

You fight with the monster's own stats and the orders you gave beforehand — not with reflexes or execution.

Monsters you own get stronger on their own, but they get stronger still if you build the training yourself.

51 years of history are already there


Before the game begins, this world was actually simulated for 51 years.
All 3,500 monsters carry a real pedigree — born, fought and bred across those 51 years.

From year 52 on, the world is yours.
Ramvald, Harraq, Verdara and Lanhai — four continents, 99 rival owners. Some 400 monsters share your own's birth year.
They grow, compete, retire and breed without waiting for your input.

Breeding — read the match, pair them, and hope for what is born


Every pedigree falls into one of five Bloodline Types, A through E, and the offspring inherits its sire's type outright.
The moment you pick a sire on the pairing screen, the game tells you which match you are looking at.

A Nick means the parents matched well. A Double Nick means the match runs back to the grandparents — stack the effects and the bonus grows with them.
A Reverse Nick means it was born carrying a clash instead.
Bonuses and penalties are real numbers on every stat, but you do not get the answer until it is born.

Where a monster you raised ends up — and owners in the real world


Win three G1s. Win any division of the Grand Tournament, held every two years. Or lead the year in wins.
Do one of those three and the monster enters the Hall of Fame permanently.

Retired monsters go to stud. Produce a Hall of Fame offspring and the sire is promoted to Legend.
A monster that never quite won can still make its name as a father.

You can upload up to five of the monsters you raised to the Steam Workshop.
Download another owner's monster and you can fight it with your own in the Owners Cup.
Through your monsters, you are in indirect contact with owners all over the world.

Build a team of your raised monsters for 2v2, 3v3, or 4v4 battles.
The full game’s Owners Cup offers team battles alongside duels, battle royales, and tournaments. Combine stats and skills as you arrange teams A and B, then watch every monster act on its own. Follow each team’s survivors and HP alongside individual monster details, and review the results and replays. This is an offline mode using your own monsters and monsters you have downloaded.

Try the demo before you buy


  • There is no input during an auto-battle. Monsters move on their own and settle it themselves.
  • Training and entries can be delegated to the Steward, monster by monster. Training and entries are delegated separately. The Steward picks battles the way other owners do, and for delegated battles you receive only the results instead of watching. Training done by the Steward does not count toward achievement or mission training counts.
  • You cannot book a rotation weeks in advance. The calendar is laid out with rotations in mind, but entries are made week by week, by you or by the Steward.

The demo is free and runs a full in-game year, all 48 weeks.
Try the core training and auto-battle loop in the demo, delegation to the Steward included. Breeding, auctions, and the Owners Cup are features of the full game. You can download it free from this page.

Información sobre la demo y el lanzamiento

Se encontró una demo de Steam en la última comprobación. Antes de descargarla, confirma en Steam que sigue disponible en tu región.

Demo de Steam, prueba de juego y acceso anticipado: ¿cuál es la diferencia?

Información e imágenes: Steam · Última comprobación UTC