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About Deathbulge: Battle of the Bands
Deathbulge: Battle of the Bands follows three friends—Faye, Ian, and Briff—who unwittingly enter a cursed battle‑of‑the‑bands contest where music becomes a weapon and only one band can survive. The story unfolds as they kick down doors, confront hostile performers, and uncover a late‑game dating segment.
The game offers roughly 15‑20 hours of single‑player play, a unique merch‑based item system, and an original soundtrack. It supports full controller use, Steam Cloud saves, and is available on Windows, macOS, and Linux.
01 / THE GUIDE
Musically‑Themed Classes
Players can customise the trio with nine distinct classes. Each class provides its own attacks, perks, and a dedicated outfit, letting you shape how the band fights and looks in battle.
Classes such as BUSKER, which can inspire allies, and HEADBANGER, which trades self‑damage for high output, illustrate the range of tactical roles available without implying any visual effect on other gear.
- Experiment with a supportive class early to see how inspiration affects team performance.
- Try a high‑damage class later to gauge the trade‑off of self‑harm.
02 / THE GUIDE
Measure Effects Combat System
Combat revolves around MEASURE EFFECTS, where actions taken in the interval between turns influence the next round. This creates a hybrid of real‑time and turn‑based decision making.
The period BETWEEN turns is highlighted as a decisive moment, meaning timing and anticipation can shift momentum even though the exact mechanics are not detailed.
- Watch enemy cues during the between‑turn window to plan counters.
- Use the real‑time interval to set up combos that trigger stronger effects.

03 / THE GUIDE
Visible Monsters & Field Abilities
Monsters appear openly on the field rather than as hidden random encounters, allowing you to see threats before engaging them.
Three distinct FIELD ABILITIES are provided, giving you options to avoid or reposition around these visible monsters during exploration.
- Observe monster placement before committing to a path.
- Test each field ability early to learn its avoidance pattern.
04 / THE GUIDE
Merch‑Based Item System
Instead of stocking consumables, you acquire MERCH items that persist indefinitely. Using any merch consumes a global resource called STOCK, which can be refilled for all owned merch.
This design removes the need to manage individual item counts and encourages strategic allocation of STOCK across the items you keep.
- Prioritise versatile merch to maximise each use of STOCK.
- Monitor your STOCK level before tough battles.
05 / THE GUIDE
Rich NPC Dialogue & Personality
Every NPC features a unique dialogue portrait and lines that change as you progress, giving the world a lively, evolving feel.
Items also have personalities; for example, Barry Friendly’s tea restores health and is presented as a distinct character offering soothing beverages.
- Talk to NPCs multiple times to notice dialogue evolution.
- Use Barry Friendly’s tea when health is low for a thematic heal.





COMMUNITY
Player discussion