
Afflicted by severe amnesia, you drift deep into the Common Dream. You scour for the lost pages of the Necronomicon, while clinging on to any little purpose you have left. Faced with mad dreamers, horrible abominations and eldritch deities, you feel drawn to the dark Abyss deep within.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**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
Extremely atmospheric and stylish little game. Challenging and engaging, makes you want to do "just another run"! RNG could be rather remorseless and parry mechanics are confusing, but those are probably the only things I didn't like.
This game is good. I hope he makes another :)
2d pixel grafik H&S oyun kontroller idare orta çok iyi değil siyah beyaz temaya sahip çizimler hoş bosslar zor
非常硬核的橫向動作遊戲,整個遊玩感想就是不能貪刀,隨時扣著閃躲以備不時之需! 另外這遊戲不算有場外成長,唯一可以延續到下一場的就是代幣,而代幣可以去購買武器,算是完全吃技術的遊戲。 PS.1:遊戲雖然沒有中文,但文字量也是偏少,就挑選裝備時查查翻譯即可~ PS.2:類似的遊戲,我還是比較推薦去玩鹽與聖所。
An outstanding mix of nail biting action roguelike and memorable cosmic horror which always pulls you back for just one more run.
nice awesome excellent incredible perfect good make me ♥♥♥
(I have a lot more time playing this through PortMaster than my steam time indicates) The game feels like what if Bloodbourne was Limbo and it played like Dead Cells. With the best and worst results imo. I love the vibe of the game and it feels good to play. It's dreamy and has simple mechanics that are fun to use; basically a simplified Bloodbourne moveset in 2D, top hat and pistol included. Similarly, the story is told through item descriptions, the environments, and vague NPC dialogue like Bloodbourne. But I say it's like Limbo bc it looks like it with the morose vibes instead of horror. But the downside is the decision to keep the stamina bar. I think it was an interesting idea, but it kind of makes it a chore to play. You are often fighting multiple enemies with projectiles who don't attack in sequence. So often you'll die due to running out of stamina to dodge/parry while trying to take the enemies out. And it being a roguelike with perma death, randomized enemies, and minimal permanent upgrading it can be frustrating. I wouldn't say it's that hard but it can make the progression a slog since you have to always be aware of this and can never be at a point where you can barrel through the initial areas. I do think the game is worth the price as it's clearly a passion project by a solo or small dev and has a unique and interesting atmosphere. But I wouldn't say to play it for a roguelike fix.
It's a hard but rewarding game. You get better by getting familiar with the items (relics) and figuring out the movesets of the enemies. The bosses are extremely well made and fair. If you like subtle story telling and minimal tutorials where you piece things together each playthrough, then you'll probably like this game. Oh and the biggest advice that I can give is don't dismiss the gun just because the first one sucks. Try different guns/upgrades/items. This isn't like Bloodborne where your gun is just an afterthought. Your gun can be your main weapon on certain runs.
Le jeu vaut son prix, guère plus, mais il plaira aux fans du genre. Très jolie, ambiance intéressante, on sent un effort dans les environnement et le lore. Les références nombreuses aux classiques de l'horreur et de la dark fantasy ne le rendent pas réellement unique mais on se félicite quand on reconnait une ref, et la musique n'est pas mauvaise non-plus (pas au point de la vendre séparément du jeu cela dit, il doit y avoir 10 sons à tout casser). Le gameplay est simple mais fonctionne bien. Le vrai défaut du jeu, à mon sens, c'est son équilibrage. J'ai souvent eu l'impression que la difficulté, bien réelle, était liée à une volonté des devs de rendre Gloom plus long qu'il ne le serait sinon. La durée du vie du jeu est gonflée artificiellement par l'enchaînement de combats à la fin de la run, mais en terme de contenus on a fait le tour en quelques heures. Et après, c'est run après run avec l'espoir de le terminer. On salue les patchs qui ont amélioré certains points un peu pénibles (notamment les contrôles), mais messieurs les devs, était-ce bien nécessaire de nerf le lifesteal si ce n'est pour empêcher les joueurs de finir trop vite un jeu qui est, selon vous, terminable en moins de 10 minutes ? C'est sans doute moi qui suis trop mauvais, mais je pense qu'un jeu court qui se termine en une soirée a toute sa valeur. En voulant gonfler la durée de vie de Gloom avec une difficulté un peu trop élevée à mon goût (et pourtant d'habitude ça me rebute pas) et des défis impossibles pour ceux qui auront la foi de chercher à le platiner (finir une run en 8:30 pour obtenir le dernier succès, c'est vraiment n'importe quoi), les devs n'ont pas rendu service à ce petit jeu somme toute plutôt sympa, mais pas pour tout le monde, et qui s'est vu un peu trop bon pour son propre bien.
Menos mal lo compré barato. El juego es bueno, tiene su encanto: Se juega como un viejo juego arcade, o uno en un sitio web flash olvidado... La música está bien, no es especialmente entrañable, el combate está bien, no es especialmente entrañable. El lore sí que es muy agradable y está bien hecho, es fascinante el giro que le dan a lo lovecraftiano dentro del mundo de los sueños. Eso sí: La dificultad es inmunda. Me demoré casi 16h en sacarme un solo final del juego, no por la vastísima cantidad de contenido, sino porque, al llegar al final del sueño, te tiran un boss-rush a través de las otras 4 zonas, y luego el jefe final tiene dos fases... Y si lo matas, y deseas sacarte el otro final, hay otro jefe súper opresivo tras este: Realmente se hace agotador, hay poca variedad y el juego demanda jugadores perfectos. Iré a ver los finales en Youtube. Vale la pena en descuentos gruesos.
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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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