Talking Bloodstained: The Scarlet Engagement with legendary developers IGA and SHUTARO

6.18.2025
By James Mielke, Contributor

Among highly anticipated sequels, Bloodstained: The Scarlet Engagement stands out—not just for the excitement around it, but for its surprisingly long development journey. The follow-up to Bloodstained: Ritual of the Night (one of the most successful crowdfunding campaigns of all time) quietly began development as early as 2021. A prequel with a new setting, new heroes, and a whole new way to play, Bloodstained: The Scarlet Engagement is a transformative return to the IGAvania genre.  

This interview marks the first in-depth look into Bloodstained: The Scarlet Engagement since its recent announcement. We sat down with Koji Igarashi (a.k.a. IGA), Producer of Bloodstained: Ritual of the Night and the legendary Castlevania series, alongside Creative Director Shutaro Iida (a.k.a. SHUTARO), who has handled everything from planning to scenario writing for Bloodstained: The Scarlet Engagement. Together, they shared the passionate attention to detail and dedication poured into this project.

EN Clickable BANNER BRANDED 1920x250 LOCQ: You can play as either Leo with Alex, Alex with Leo, or solo. Is there a meaningful difference depending on which character you directly control? Are there any advantages to playing solo with just one character instead of using both?

SHUTARO: I’ll answer that question. First, there isn’t a huge difference in how you control the two characters. However, Leo is somewhat better with magic, while Alex excels more in physical strength. There are slight differences in their magical abilities, but nothing drastic.

One key feature we’re implementing in Bloodstained: The Scarlet Engagement is the “class system.” Through this system, we want players to express their own individuality and unique play styles, and development is ongoing to support that.

Regarding solo play, you control either Leo or Alex, while the other character is controlled automatically by AI. Generally, having both characters on screen at the same time gives you an advantage in most situations. However, some battles require you to focus on just one character to dodge or defend against certain attacks or scenarios, so strategically playing solo can sometimes be the better choice.

Q: When controlling both Leo and Alex, is the system based on switching between them with a button press? Or is there some kind of multiplayer-like element involved?

SHUTARO: Yes, players can switch between the two characters at any time. Even during solo play, you can have your “buddy” cast spells or perform combo attacks on command. For example, if you’re controlling Leo and Alex is controlled by AI, you can still instruct Alex on when to use spells.
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Q: That sounds really cool! Since this game is set in the past, does that mean it takes place before Miriam’s story in Bloodstained: Ritual of the Night? And why did you decide to go with two playable characters this time instead of focusing on a single protagonist?

SHUTARO: This game has very little to do with Miriam, but it is deeply connected to the previous title, Bloodstained: Ritual of the Night. As we delved into the story of the previous game, these two characters naturally emerged as the perfect fit for this new story…though I’m intentionally being a bit vague here.

IGA: Yes, that’s correct.

SHUTARO: There’s a strong connection between these two characters and a certain important character from Bloodstained: Ritual of the Night.

Q: From a developer’s perspective, what are some of the key points you've focused on to keep this game feeling fresh and engaging?

SHUTARO: In Bloodstained: The Scarlet Engagement, we focus heavily on the story in the first half, but as players progress into the latter half, they’re given much more freedom.
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Q: That's something we’ll be looking forward to! With Bloodstained: Ritual of the Night, you must have received a great deal of feedback from the community. What kind of feedback did you find most helpful or impactful in shaping Bloodstained: The Scarlet Engagement?

SHUTARO: Since the days when we worked on the Castlevania series, we've consistently received the same feedback: people wanted more story elements and deeper character development. It was always the most common request. I often told IGA, "Please put more effort into the story," but he would usually say, "I want to keep the story to a minimum." So, in the past, I gave in and ended up writing the story for Castlevania: Curse of Darkness. And this time as well, I decided, "I'll take care of it!"

Q: In Bloodstained: Ritual of the Night customization was already a major part of the game, but it seems like Bloodstained: The Scarlet Engagement takes that even further. Do Leo and Alex each have their own unique set of customization items? Or do they share a common inventory?

SHUTARO: Generally speaking, the items in the inventory are shared between the two characters.

Q: Speaking of customization, will all equipped items be reflected in the character’s appearance? In Bloodstained: Ritual of the Night that was one of the fun touches. Is that feature returning in Bloodstained: The Scarlet Engagement?

SHUTARO: Yes, there are plenty of customizable equipment items. These include parts like legs, feet, head, back, and even accessories such as glasses. All of these contribute to visual customization, changing the character’s appearance.
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Q: How does the overall game speed and character movement compare to the previous title? Is it about the same pace as before, or have there been any changes to make it feel faster or slower?

SHUTARO: Around the middle of the game, you might notice the movement speed feels a bit faster. This time, there are many equipment items that boost speed for the legs, as well as jobs that increase movement speed. As players progress, their movement speed gradually increases, so it tends to feel faster in the later stages of the game.

Q: The previous title, Bloodstained: Ritual of the Night, was made possible through crowdfunding and included numerous stretch goals, which led to a fairly long development cycle. When exactly did development on this new sequel, Bloodstained: The Scarlet Engagement begin?

IGA: I'll answer that. The project officially started in July 2021, but it was around mid-2023 when we restructured the team and organized the internal development framework, after which we began full-scale development.

SHUTARO: That's right. In fact, the planning phase for Bloodstained: The Scarlet Engagement had already been completed quite some time ago.
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Q: But the game isn’t finished yet, right? I’ve heard the release is scheduled for 2026.

IGA: No, it’s not finished yet. The release is still some time away.

Q: The crowdfunding campaign for Bloodstained: Ritual of the Night was incredibly successful, achieving many stretch goals, but I believe this came with both advantages and disadvantages. While it certainly provided ample funding for development, it also meant that the team had to continuously create fan service content. With the current title, those constraints don’t exist and there seems to be more creative freedom. Is that the case?

SHUTARO: Of course, it was thanks to the support and expectations of our fans that we were able to complete the previous game, and that support continues to be a major driving force for us now. However, this time around, there’s more flexibility to adjust the project’s scope as needed. Since we haven’t announced much officially yet, we don’t have the strict “must-do” requirements that come with a public commitment.

That said, this flexibility isn’t always a good thing. I usually start projects with a lot of ideas and ambitious goals, but as the schedule tightens, the team often points out that some things might be impossible to fit in timewise. So, considering the budget and schedule, we end up having to cut certain parts from the scope.

Because of that, for this project, we have even more leeway than before to cut initial plans. In fact, we’ve already removed some ideas.
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Q: I’d like to ask about the future plans for Bloodstained: The Scarlet Engagement. Are there any upcoming expansions such as DLCs or crossovers planned? Or is this installment intended to be a fully self-contained story with a complete ending?

IGA: At this point, we’re not ready to announce anything yet, but we hope fans will look forward to upcoming news.

Q: I heard that Bloodstained: The Scarlet Engagement features a day and night cycle. How long does each period last? For example, is daytime about 15 minutes and nighttime also around 15 minutes?

SHUTARO: Exactly. Right now, one full day-night cycle, representing 24 hours, lasts about 30 minutes in total. However, we think some adjustments might be needed going forward.

Q: Is the passage of time indicated through changes in background visuals or something similar?

SHUTARO: Yes, absolutely. The passage of time is clearly indicated through changes in the background and lighting, making it easy to notice.
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Q: The class system sounds interesting. From my perspective, it seems to have strengthened the RPG elements even more. Could you please tell us more about how this system works?

SHUTARO: You can choose from over 10 different classes and level up each one as you play. By leveling up, you can learn new skills and abilities. Additionally, some magic and skills can only be learned in specific classes. Skills learned in one class can be carried over to other classes if certain conditions are met, so players become stronger as they progress.

For example, you might start by mastering the Fighter class and then learn the Ninja class later. Skills you acquired as a Fighter can also be used when playing as a Ninja.

We really hope players make full use of this system.

Q: Is the level cap set at 99, the same as in the previous game, Bloodstained: Ritual of the Night?

SHUTARO: Yes, currently the level cap is set at 99.

Q: So, does that mean if you level all jobs up to 99, your character becomes unstoppable?

SHUTARO: Yes, that’s correct. The player has two separate levels: a regular level and a class level. The class level increases at a slightly faster rate than the regular one.
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Q: Could you please explain the "Epiphany" combat system?

SHUTARO: This is a system where you can be “inspired" with new skills during battle by meeting certain conditions. For example, if you're using a specific weapon and your stats are above a certain threshold, attacking an enemy under those conditions might trigger a moment of inspiration, allowing your character to learn a new technique on the spot, which can then be used freely from that point onward.

Q: The previous title, Bloodstained: Ritual of the Night, featured crafting and cooking systems, but I’ve heard that these have been improved in Bloodstained: The Scarlet Engagement. Has an entirely new system been introduced, or is it more of an upgrade, like a significant increase in the number of recipes?

SHUTARO: In the previous game, if you didn’t have enough materials for cooking or crafting, you had to go all the way to the shop to buy them. But this time, if the required materials are available in the shop, you can purchase them directly from the crafting screen and proceed with crafting right away.

Q: So, does that mean players no longer need to grind to collect items from specific enemies or monsters?

SHUTARO: No, that element is still present in this game. If the required material is available in the shop, you can buy it directly from the crafting screen. But if it's not stocked, you'll still need to go out and farm it from enemies yourself.
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Q: Speaking of crafting, in the previous game, Bloodstained: Ritual of the Night, we used Shards. Each monster had its own Shard, which players used to craft items and then upgrade those items from +1 up to +10. However, leveling up required continuously collecting shards. Is this system the same in Bloodstained: The Scarlet Engagement?

SHUTARO: This time there are no Shards, so the system isn't the same as in the previous game. However, there's a major difference when it comes to crafting. Even weak weapons can be upgraded into powerful ones through crafting.

For example, a basic knife can be transformed into a much stronger, high-performance knife depending on how you craft it.

Q: There’s a new feature this time that refers to the “Base” and “Base Furnishings.” Does this “Base” act as your home or save point, and can you place furniture and customize the space?

SHUTARO: Yes, the save room serves as part of your Base. But the Base itself is a much larger area beyond just the save room. Within it, you’ll have your own room that you can decorate with furniture.

Q: Are the furniture items mainly purchased from shops, or can they also be found during gameplay?

SHUTARO: There are several ways to obtain furniture. You can buy it from shops, craft it yourself, or find it during your journey. Once you’ve got a piece of furniture, you can place it in your Base.

Q: Can players freely arrange the furniture themselves, or is the furniture automatically placed once collected? In other words, if a player collects all the furniture and completes their collection, will everyone end up with the same room layout, or can they place the furniture wherever they like?

SHUTARO: In the original plan, we wanted players to be able to freely place furniture however they liked. But due to development constraints, that feature had to be cut. So now, furniture can only be placed in predetermined spots.

Q: You two have worked together on many games, consistently delivering high-quality titles within the same genre often referred to as "IGAvania." What keeps you drawn to this genre, and how do you manage to keep making games that feel fresh, fun, and addictive every time?

SHUTARO: Every time, I try to bring something new to the table. I guess you could say I’m more of a reformist, and I’ve been fortunate to be given the freedom to take that approach.

IGA: On the other hand, I’m not really a reformist. I sometimes ask, “Can we please keep this part as it is...?”

SHUTARO: ...But I don’t want to play it safe. And there’s a reason for that. No matter how many new things we try, in the end, the game still fits within the Metroidvania genre. That’s why I believe we have to keep introducing fresh ideas. I change the characters each time, and I’m not afraid to overhaul the system. Like saying, “This time, let’s make it a two-player game!” or “Let’s bring in the Glyph system!”

To give a specific example, the first Nintendo DS title was planned by IGA-san, so it felt like a direct evolution of the previous game. But the second and third entries were planned by me, and I think you can see the bigger changes there.

For this new title, I’ve also been given the green light to push the boundaries again…so I think it’s going to be a really exciting game.

Q: Lastly, could you both share a message for the fans? We’d love to hear from each of you. There’s a lot of excitement and anticipation out there.

SHUTARO: Well...to be honest, this game is quite a “different” one compared to what we’ve done before. The graphics have improved, and while we’ve done cooperative play before, this time you can actually play with two players together, which is a big new feature.

I think it’s a bit of a departure from the previous game, so I hope everyone will look forward to it.

Also, the story and cutscenes have been enhanced from the last time. We made sure to strengthen the parts that people felt were lacking before, so I hope you all enjoy.

IGA: Once again, I’m teaming up with SHUTARO on this project, and every title he’s been involved with has received great feedback.

Since he’s deeply involved as the Creative Director this time, I’m confident this game will be even more enjoyable than the last one. Please look forward to it.

You can wishlist Bloodstained: The Scarlet Engagement right now on the Epic Games Store. 
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