Castlevania: Belmont's Curse is a 2D Metroidvania starring Rose Belmont — Trevor and Sypha Belmont's daughter — set in 1499 Paris, 23 years after the events of Castlevania: Dracula's Curse. There are no discrete numbered chapters or acts. The structure is built around eight distinct map regions, and progression is gated by the 22-card Arcana system rather than by a fixed story order.

More context

Treat Smash (brittle floors) and Holy Light (cursed platforms) as your main map-shaping abilities through the second half; expect 16-17 hours for the main story, 20-30 for the True Ending run, and 27+ hours for 100% completion.

The eight map regions

The published material names four of the eight regions explicitly:

  1. Paris streets — the opening region, ablaze in chaotic ruin. This is where Rose starts with Cursed Flame and learns the basic aerial whip kit.
  2. Catacombs of Paris — the underground, littered with skeletal remains; Death's first appearance is here.
  3. Dracula's Castle — looming over Paris, dark and damp; Isaac's fight is in the Main Hall.
  4. Clock Tower — dense with cogwheels and rickety beams; Isaac's second appearance is here.

Four additional regions exist but have not been named publicly in previews; treat the final four slots as part of the late-game sealed-boss chain that includes Talos, Erinys, Mammon, Stained Glass Knight, Succubus, and Brauner.

The labyrinthine Paris map itself serves as the connective tissue between regions. The Ferryman character returns from prior Castlevania lore to act as a teleport node between specific areas, so backtracking between regions is handled through him rather than through long land routes.

How progression actually works

The opening hours are described as more linear than the mid and late game — the Vandal review notes 'unas primeras horas algo más lineales' — after which the world opens up with branching paths, hidden shortcut doors, elevators, and alternative routes that require backtracking once traversal Arcana are earned. Classic Metroidvania gating applies: the order in which you challenge bosses changes the build and which paths open up first.

Two early Arcana unlocks reshape map access the most:

  • Smash — breaks brittle floors.
  • Holy Light — dispels cursed platforms (and also works as a parry).

Late-game unlocks include:

  • Dash — granted by a Tarot card.
  • Double Jump — granted by defeating a late-game boss.

Together, these four unlocks (Smash, Holy Light, Dash, Double Jump) are the main map-shaping abilities. The other 18 Arcana cards slot into combat and flavor roles.

How long the game takes to beat

Run scopeHours (pre-launch press estimates)

Main story

~16 to 17 hours (Vandal: 17; RPG Site: ~16 including 3-4 hours of backtracking)

True Ending run

~20 to 30 hours (IGN China: ~30; Baidu entry: 20-25 hours main)

100% completion

More than 27 hours (Vandal: 'más de 27 horas')

Endings and how to see them

Multiple endings exist, and reviewers note that bad endings can trigger easily but players can continue after viewing. The three confirmed ending trophies are:

  • Belmont's Fall — Bad ending.
  • The Hunt goes on — Normal ending.
  • Curse Lifted — True ending (the largest single trophy, 90G).

All three are mutually exclusive per save, so seeing all three requires multiple playthroughs.

A short run order

  1. Paris Streets

    Clear the prologue and defeat The Fallen (sewers) → unlock Holy Cross.

    Done when: Holy Cross unlocked.

  2. Burning tower

    Defeat Joan of Arc → Holy Light-class Special Action available.

    Done when: Holy Light-class Special Action available.

  3. Roman baths

    Defeat Medusa → stay mid to long range.

    Done when: Medusa card acquired.

  4. Catacombs

    Defeat Death (first appearance) → standard Catacombs clear.

    Done when: Death card acquired.

  5. Notre-Dame Bridge gauntlet

    Cross Gargoyles, Mermen, Spear Knights, grab the Meat above the boss door.

    Done when: Meat collected above the boss door.

  6. Main Hall

    Defeat Isaac → keep moving, parry with Holy Light.

    Done when: Isaac card acquired.

  7. Dracula's Castle

    Defeat Carmilla, then the late-game sealed roster (Talos, Erinys, Mammon, Stained Glass Knight, Succubus, Brauner).

    Done when: Late-game cards acquired.

  8. Notre-Dame

    Death (second appearance) → main story finale.

    Done when: Second Death card reward acquired.

  9. Clock Tower

    Isaac (second appearance, possibly New Game+ or side route).

    Done when: Second Isaac encounter cleared.

  10. Dracula's Castle

    Dracula → Dracula Beast → 'Curse Lifted' ending.

    Done when: True Ending triggers.