
Trapped in a dark, Victorian city consumed by an ancient curse, you must plan your survival and daring escape using nothing but stealth, an arsenal of eccentric weapons, and your wit in this haunting adventure inspired by the immersive sims and survival horror greats of the late 90s and early 2000s.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About
Gloomwood is a stealth horror FPS that follows your mysterious abduction to a forgotten, twisted Victorian metropolis in the midst of a horrifying transformation. Wield your canesword and take to the shadows as you uncover the accursed mystery hidden within the fog.
The producers of DUSK, AMID EVIL, ULTRAKILL and FAITH bring you a frightening, gothic immersive sim full of haunted streets, dark tunnels and decadent mansions.
An intricate, hand-crafted city with freeform exploration - from towering rooftops down to hidden passages, the routes you take and paths you make, are your choice.
A detailed stealth and sound system that tracks your light visibility and propagates noise accurately through the world. Tread lightly. Or prepare to get loud.
A unique arsenal to meet any situation - a stealthy canesword, six-shot revolver, folding shotgun, hand-placed traps, rope-slinging harpoon rifle and more.
In-depth player interactivity, from leaning to eavesdrop, peeking through door cracks, checking the bullets in your firearms and mantling onto ledges.
A mob of ghastly denizens and monsters with acute senses, like the sharp-clawed Crowmen and the fearsome, cadaver-seeking Corpse Duster.
Gloomwood is full of objects to pick up, throw, climb, smash and use to your advantage.
There is more to this city than you can possibly imagine...
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−25% | 8.4Kreviews | 95% | — | $3.7M |
| — | 0ratings | 0% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Went into this game on blood moon mostly blind, and going out of my way to full clear every area, looking for every secret I could find and killing everything that I could reach, both enemy and critter. There will be minor spoilers throughout. Stealth mechanics worked quite well, save a few instances where enemies would detect me from odd angles, or hear me backstab their friend through walls, as well as a few spots with odd lighting behavior. There was also a singular time a constable made zero noise with no footsteps of him approaching nor speaking when I was specifically listening for it. I also want to mention that the fast walking makes you a bit too visible compared to slow walking, enemies seeing you from much further away because you are walking a little bit faster I find rather odd. Combat felt a bit sluggish at times but more than functional, you could 2v1 most enemies melee only once you're good enough with the movement and timings, and the enemies that you can't melee you can just shoot, use traps, or blow up with barrels. There were also a few times where my block wouldn't register despite being up, though it only happened 4 times from my memory, and only 2 of them directly resulted in my death. I also want to mention the fast attack with the canesword feels mostly useless, there is virtually never a time not to use a charged strike over it instead. Movement is a bit questionable sometimes, I'd fail to climb up or over a ledge multiple times before it'll let me up, and trying to attack something when standing too close to a chain will result in you grabbing it over and over even when standing still. Running away from an enemy that spotted you is extremely difficult as they are all far faster and more agile than you, which is honestly good as it forces you to either get creative with your escapes or learn how to fight them (though I do still wish I was a little bit faster by default, with the crowman perk increasing my speed even more, and not just my holstered speed). Resources were surprisingly plentiful despite what blood moon's description insinuated, with only two real exceptions, those being the beginning areas (fishery/caves/cliffs), which was mostly down to me learning the game, and needing to use a lot of healing items to make up for my mistakes in stealth and combat, and the nest, which was a pretty big difficulty spike compared to what I had faced before reaching that point, and underestimated how much healing/ammunition I'd need for that section (which, consequently, forced me to get really good at using melee on the crowmen). Saving was also far more lax than I was expecting on blood moon, I was pretty conservative with using up the wax cylinders, usually only saving 2, maybe 3 times per area, but by the time I reached the end of the early access content, I had 3 stacks of the stuff. Even if you do manage to burn through all of it, the merchant that you unlock in the mid game sells them for quite cheap. Inventory is very limited at the start, you definitely will struggle to carry everything you want, but once you get the upgrade from the merchant, you can walk around with a full arsenal with just enough space for healing items. The only real issue is that ferrying loot to the merchant after clearing an area can be rather tedious, but that, for me at least, wasn't too big of a deal. Enemies were, for the most part, challenging but not unfair, both in terms of stealth and combat. The only possible exception would be crowmen, due to their high health, acid spit, their sheer numbers, and immunity to silent backstabs. Honestly, they proved far more challenging than the constables that you face after them. That said, you can absolutely beat them using just melee with careful timing and movement. Aesthetics wise, I like it quite a bit, the style reminds me of some older games I played back in the mid 2000s, and there are some places that have rather stunning views. Story wise, I wouldn't say its anything out of this world, but it is pretty decent. It has a good mixture of environmental storytelling as well as dialogue. There are a few small but interesting twists, and are given the idea that things are not quite the way they seem throughout the game. Overall, a great game despite some of the issues stated above as well as the fact that it's in early access. Reminds me a lot of the old thief games. I'll definitely be playing more of this while waiting for the bank update, probably do some challenge runs.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Jul 26 → 4.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
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 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
GOOD GAME !! it was a very neat game, surprised me every moment and gave really cool challenges like the mine elevator refueling section or returning to the beginning of the game only to be met with a completely new sequence. my only critique is the Goatman enemy; both times i happen to glitch the enemy into a state where it was stuck in an area or easily able to cheese. especially when fighting Goatman when returning to the beginning and it not being able to run up stairs and being able to just stab it to death after running out of bullets. OTHERWISE GOOD GAME!! CANT WAIT FOR MORE FROM YOU GUYS, seems to be a lot more to come, i had thought the game was 100% finished back when i played the demo a few years ago.
in my top 5 favourite games oat
Perfect
esta inspirado en bloodborne y resident evil. es increible mente bueno y eso que esta en early access
i may not have 1000 hours but you dont even need 10 to enjoy this game, best immersive sim ive played
Gloomwood is exactly the kind of game that reminds me why I love this medium. It never feels like it's trying to impress you with spectacle. Instead, it builds confidence through atmosphere, level design, and player freedom. Every street, rooftop, and hidden passage feels intentionally crafted, rewarding curiosity rather than rushing you to the next objective. The world isn't just a backdrop for stealth. It feels like a place with history, and simply existing in it is compelling. What I appreciate most is the trust it places in the player. There is rarely one correct solution. Whether you ghost through an area, eliminate every threat, or barely survive by improvising, the game lets your decisions create the experience. Success feels earned because it comes from understanding the systems instead of following a scripted path. Gloomwood also understands something many modern games seem to forget. Restraint is powerful. It doesn't overwhelm you with tutorials, constant dialogue, or objective markers. It gives you the tools, establishes the rules, and lets you figure the rest out. That respect for the player's intelligence makes every discovery more rewarding. If you enjoy immersive sims, classic stealth games, or worlds that tell stories through exploration instead of exposition, Gloomwood is an easy recommendation. It is a game with a clear artistic vision, and every design choice serves that vision. Those are the games that tend to stay with me long after I finish them.
太太太太正了!好玩!作为游玩的第4部IS游戏它的内容绝对值得等待它开发完整版,所以快快出银行地图吧,我什么都愿意做的。
I WANT MOREEEEEEEEEEEE
when you visit a white persons house: the game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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