
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 3 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Echt schade, ist ein tolles Spiel, leider viel zu kurz, und auch ordentlich schwer. Kann man ohne weiteres in etwa 20 Minuten durchspielen, wenn man es denn schafft. Die Spielzeit entsteht durch das lernen, und wiederholen. Sehr süchtig machend, wieder und wieder habe ich es gespielt, und nach unzähligen Versuchen nur 2 mal ans Ende geschafft. 9,99 finde ich etwas zu viel für so ein Spiel, dennoch hatte ich viel Spaß damit. Paar Levels mehr, und es wäre ein echt tolles Spiel geworden, da wurde viel Potential verschenkt.
** Played on Steam Deck Gloom is a cool and easy going roguelike that will cause you to die a lot but not rip your hair out at the same time. You catch on quick to how it works and then you’re off to the races. You can pick it up, do a run, get out. I had a blast with it and recommend it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gloom намагається бути стильним і похмурим рогаліком, але його головна проблема – жахливе керування, яке робить геймплей радше боротьбою з механікою, ніж із ворогами. Управління відчувається незграбним і повільним, що особливо дратує в напружених боях
no reason to not get this game. banger soundtrack, great visuals, and most of all it actually feels like lovecraft.
没有局外成长、玩起来更没有什么局内成长的类魂肉鸽游戏,回血全靠碰运气买道具,不然就等着残血打boss吧、更别说是个boss都有瞬移突脸的+零帧起手高速弹幕,就这种游戏质量还想出2代,不如出treehouse man的二代
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.
A good book costs more than $10 nowadays. Gloom is a good book you get to play that comes with an amazing atmospheric soundtrack built in to boot. Combat is simple--take your time to learn enemy patterns, subsequently and methodically attack, dodge, parry if you have bullets, or shoot said bullets in whatever mix you can dream up--and I wouldn't say particularly hard, but very satisfying and responsive once you get the hang of it (though I did admittedly remap my controller to fit my hands better). That being said, the story is where this game really shines though, told a bit through the play itself and characters you meet along the way, and a lot through the flavor text on the items unlocked in your Necronomicon when you first pick them up that you get to piece together the connections for yourself as you gather them: a unique spin on the Lovecraftian tales that oddly reminds me of Hollow Knight in a lovely way. I played through this game once many years ago and had a hankering for it again (don't have all the achievements; don't know if i'll get them this time, but the thought is there) and I'm certainly not regretting the three hours I spent just tonight on a return journey back through the Dream. And I'm really looking forward to the sequel to boot.
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.
A progressão acontece principalmente com a sua melhora como jogador. Outro ponto interessante é que não tem dano por contato, o que torna o combate mais dinâmico (não necessariamente mais fácil)
(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.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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