
Deep underground, Gloom Girl discovers DOOMBLADE, a sentient weapon hellbent on escape after eons in chains. Together, “Doom and Gloom” embark on a vengeful quest to unlock the powerful abilities and destroy the Dread Lords once and for all in this 2D Action Metroidvania.
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About


Lured out of her solitude, Gloom Girl discovers a chamber containing DOOMBLADE: a sentient weapon, trapped and bound for eons. “Doom and Gloom” join forces and begin a quest to regain the blade’s powers and exact vengeance on its captors.

Wielding DOOMBLADE, Gloom Girl can ride through the air to attack enemies. Target monsters to attack them directly, and slay them with DOOMBLADE’s wrath!

The blade hungers for vengeance on the Dread Lords, who bound it in chains and stripped it of its powers. But first, it must regain its strength. Search for demonic shrines, where DOOMBLADE’s powers were hidden and stored by the long dead Gloomfolk, awaiting its return. Then use Doom Drop, Wicked Wind, and the Nightmare Onion to teach your enemies fear.

From the abandoned halls of Gloomhaunt, into the New Wilderwood forest full of untrusting tribesmen, through the Molded Mines with their hedonistic shroom people, and into a technological hellscape known as the Power Sector. Gloom Girl must fight her way through these interconnecting worlds and destroy the monsters within as she hunts down the Dread Lords who imprisoned DOOMBLADE.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Russian, Simplified Chinese, French, Spanish - Spain, Portuguese - Brazil, Dutch*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
核心机制挺让人眼前一亮的,高机动性让玩家跑图很爽,但较高的角色性能也拉高了战斗的设计难度,而制作组似乎并不能驾驭这么高的设计难度,boss和连战质量很低,要么对机制浅尝辄止,要么硬堆数量。地图设计中规中矩,荒野的传送点太偏僻有点意义不明。收集要素很多,但是地图标记过少,很难在不看攻略的情况下自己收集全。由于相当依赖瞄准,可能手柄玩起来会不太舒服。
eu comprei porque descobri que a demo era completamente diferente do jogo final, e varias coisas mudam. eu tentei dar uma chance porque eu meio que achava que o jogo iria se redimir na versão completa, mas né. (só para ressaltar: eu tenho quase duas horas com a demo e o jogo completo) -Otimização O jogo é MUITO mal otimizado. a demo é 5GB, e o completo tem 12GB. o que seria um tamanho ok pra um jogo completo, mas depois de ver algumas coisas (como que o jogo leva SÓ 4 HORAS ou mais, o que muito abaixo do padrão metroidvania), que me fez chegar na conclusão que esse jogo deveria ser no maximo uns 5 ou 6GB, e a demo uns 900mb. e não é só em armazenamento, em desempenho também. Ok, eu pc não é dos melhores, mas CARA. ele rodou doom 2016 no mínimo praticamente de boa (com uns poucos lags aqui e ali, mas não da pra pedir mt de uma integrada da intel e 8gb de ram), e outros jogos, mas o caso desse jogo foi uma PIADA. fora que: OS LOADINGS SÃO MUITO DEMORADOS. tipo, papo de 1 minuto de loading (num SSD) -Gameplay cara, a gameplay desse jogo poderia era muito promissora, mas no fim, ou tudo só fica spamando ataque nos inimigos e torce pra não tomar dano, ou, perde o mouse na tela (ou por ele se misturar no cenário ou pelo lag) e perde muita vida Fora que, não ajuda o fato se só poder dar dash no ar, e também, que é o MESMO BOTÃO DE PULO, que cara, porque não só por um botão separado? Outro detalhe: também da pra jogar no controle. eu testei, e só não é melhor do que jogar no teclado e mouse (já que ele coloca a mira direto nos inimigos) pelo fato de que o pulo padrão é no gatilho esquerdo, o que é muito estranho. e trocar o botão não ajuda porque atrapalha no combate. -Arte olha, eu não gosto de criticar a arte ou o estilo de arte de um jogo, mas nesse caso, a arte é só bem sem sal e não tem uma identidade marcante. mostrei o jogo pra uma amiga artista minha, e ela disse a mesma coisa. -Outros Um detalhe que esqueci de comentar, que o level design é bem podre (pelo menos o que eu vi em game e em gameplays). os cenários são bem random e parece que não se conectam. -Conclusão Não recomendo o jogo. nem na promoção. tem vários problemas (não só de performance mas de gameplay e etc). economiza uns 3 reais (se for pegar no preço cheio) e compra Hollow Knight (que dá pra ver que é uma das maiores inspirações pra esse jogo) que vale 285x mais a pena que esse jogo, é bizarramente leve, a historia é extremante cativante, junto com a gameplay que é muito boa e satisfatória/fluida, que as artes/graficos e a direção artística são LINDOS e tem extremo amor e carinho posto nele (não que esse jogo não tenho, mas parece que a pratica não foi boa). provavelmente na hora que você estiver lendo essa review, já terei recebido reembolso
Creative gameplay. In some parts of the map, you don't know exactly where to go, which can be a bit frustrating, but overall it's a nice experience. 9/10
супер ад
good game
very underrated, cool gam with banger ost :3
Pretty cool and unique aswell. Really liked the gameplay, atleast most of it. Some parts took me a little bit longer to my liking to figure out how to deal damage. Overall for a metroidvania a really nice piece into your collection
Great original concept of how you click on enemies to attack them; great metal music; great visuals; BUT: Huge performance issues made the experience extremely unpleasant. To simply start the game I'd have to wait 2-3 or even more minutes. And upon death I'd also wait 1-3 minutes. Backtracking and overall navigating on the map is horrible. I was constantly lost, meeting dead ends and so on. And the best part? You can't even warp, nor there are proper teleports. Use your foot to get to farthest map point AND THEN travel back, also by foot. The game doesn't even want to hint where to go and what to do. And while this game feels unique, I just couldn't keep playing, because I'm not wasting hours running around the map pointlessly in search of a fraction of progression. Come on, the game was made in 2023, might as well consider player's comfort.
Использовать клинок смерти для передвижения или в бою — это невероятно уникально и очень весело. Самым крутым моментом во время игры стала сама система быстрого перемещения, когда вас с огромной скоростью переносит из одной точки телепортации в другую. Получив некоторые способности на поздних этапах игры, я понял, что можно просто отказаться от сети быстрого перемещения и получить доступ к не связанным точкам, перемещаясь через пустоту самостоятельно, что было действительно здорово. Весь набор способностей в целом заставляет чувствовать себя очень круто. Я отлично провёл время.
This game feels like a refreshing and innovative take on the metroidvania genre. Instead of focusing heavily on combat, it places its emphasis on platforming, exploration, and mastering movement mechanics. That design choice gives the game a unique identity and makes progression feel rewarding in a different way than most traditional metroidvanias. Learning how each new ability interacts with the environment was consistently satisfying, and the level design does a great job of encouraging experimentation. One thing I felt was missing, however, was a dedicated “challenge room” that combines all of the mechanics introduced throughout the game. Many metroidvanias include a late-game area or optional trial that pushes players to fully master their abilities, and I think such a section would have been a perfect addition here. It would have served as a great culmination of the skills the game carefully teaches over time. Unfortunately, the worst part of my experience was encountering a softlock that caused me to lose several minutes of progress. It was frustrating and momentarily broke the immersion. That said, I eventually managed to glitch my way out of the softlock, which was both unexpected and oddly satisfying, though clearly not an intended solution. Despite this issue, the game stands out as a creative and memorable entry in the genre, especially for players who enjoy precise platforming and exploration over constant combat.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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