
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 908 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fear and Hunger 2, but you play as the BLU Spy from TF2, basically, lol
It really pains me to give this a thumbs down, since I absolutely love the premise and the world building showcased here but the game just has too many rough edges and questionable design that is sometimes downright frustrating and obtuse. Pros -The game completly nails the atmosphere, it is really engrossing -The attache case inventory is as fantastic as it was in Resident Evil IV -Weapons are varied and serve various functions, e.g. the flash gun does the Thief special arrow thing, but it is finicky at best, clumsy on average. The shotgun is pretty overpowered on normal. -Levels offer a wide range of passageways to sneak around enemies, though confrontation is often inevitable if you don't want to wait constantly -You can find cool loot & treasure and you'll eventually find a fence to sell it too $$$ -The lab and associated research is really neat, but I wish it was less restrictive and required a lot of backtracking. Thankfully a portal gives you a shortcut later though. Also wish you could collect some ingredients from enemies sometimes instead of needing to search apothecaries and such. -Animations are *mostly* good. Still needs some work. Shotgun has you inserting shells into shells, but the revolver has you placing each bullet and you remove spent casings on reload which looks great. -Loved the first "boss" confrontation early on, it was really well orchestrated. Cons -Levels sometime have only one hidden exit that can be hard to find, leading to lots of going around in circles which was very frustrating. One mansion in particular had a series of hidden switches to open a gate, but for the love of god I could not find the final switch and gave up on it. In the end though, it turns out this wasn't even the right way, I had to round a corner in a dank dark area of the BIG map to find the ONE door to progress to the next level. I think the game would really benefit from A-More than one way to progress, and B- An objectives tab in the Journal to give you a hint of what you're looking for. I wasted so much time it pretty much ruined the game for me. -The music is... nooooot great. It's dreary which is on point, but the loops are a bit too short and repetitive and lack appealing instruments. Combined with other frustrations it contributes to bringing the fun down. -Voices are way too few and get repetitive and annoying fast. There's like 3 voices for a single thing tops, sometimes I feel like there's only one that always plays for certain actions. Considering the success the Early Access has seen thus far, I think the dev can afford more time in the recording booth. -Stealth is pretty inconsistent, annoying and downright frustrating. 9/10 I would give up on doing a stealthy section since using the tools at my disposal would often make me spotted instantly, they would hear me crawl on a metal surface, shooting out one light with the silenced flash gun would make a whole armada of enemies suddenly rush to my position and get me cornered, or some enemy that spotted me an hour ago would randomly rush to my position and bumrush me while alerting all their buddies. Also I think the plague must grant some kind of hive mind thing cuz more often than not if one enemy spots you, INSTANTLY all other enemies in the area do too, without crying out or setting off an alarm or anything. I would just sigh, pull out my shotgun and go on a murdering spree, which was fun the first couple times, but you're just killing the same enemy over and over and over again, and unlike the similar Deus Ex, enemies have no loot. Then I would try to engage with the stealth again, e.g. throwing a bottle next to the enemy to distract them and they ignored the bottle! (only happened with one enemy one time, but still...) ... another time I was completely in the dark (the stealth ring was black), yet a huntsman walking near me still spotted me without bumping into me. Going up metal ladders makes a super loud clanking noise that enemies CAN'T HEAR, but as soon as I reach the top boom they panic. The list goes on... -The combat is pretty bad. It was instantly frustrating to me that a head shot in the human enemies wasn't a kill. In fact, in hard mode they can tank a whole 3 bullets in the head and not go down! That alone made me nope out of hard mode. Then the aforementioned armada of enemies bumrushing you, which ends like in Hitman, all the enemies coming to your bottleneck where you either run out of ammo and die, or you manage to gun them all down there. It would be interesting if they used some tactics of ANY kind, like setting an ambush behind a door, keeping their distance if they see you have a loaded gun, and rushing you if you try to shoot on empty. Speaking of rushing, their animations are goofy as hell and not in a good way, it's pretty ugly and needs work. They move WAAAY too fast. -Have M open the map to the current area, instead of the last checked map/image in the journal. If I press M, it's not to see some treasure map to an old area I passed already, it's to get my current bearings. Conclusion: As an immersive this game succeeds or fails on it's ability to keep me immersed. Unfortunately the many bugs, crazy AI and inconsistent and frustrating stealth mechanics pulls me out of the experience and has me kinda dissociatedly murder a bunch of dudes not because I actually want to, but because I want to progress (until I gave up). I am confident this game will be truly great in the genre, but I believe it needs more time in the oven.
Media

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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 909 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gloomwood will bring the lovers of titles such as Bloodborne, Dishonored, and Halflife a large gust of fresh air. The game does not restrict play style, nor discourage one from exploring with their skill and wonder. The sheer volume of content and game balance is out of this world for a game that is not even finished yet. This game is indeed SteamDeck friendly, never nudging from 60fps while draining hardly any battery. That being said, the enhanced effects from a PC, chef's kiss. In a world of AAA slop, AI slop, and generic UE5 slop. Gloomwood shows gamers that there is more to gaming than empty mindless garbage.
I've been waiting for this to be finished. It's been 4 years since I last started it, and it's still in early access... Come on...
This feels like an all-time classic, but it’s from 2022 and it’s not even finished yet! It brought back my love for video games. A masterpiece, a magnum opus, everything!
Currently, the game is mostly good, but not perfect. I think* I'm up to date, as I just got to the top of hightown and everything just kinda fizzles out. I'm going to gloss over most of what I loved, and say everything out of order, because I'm lame like that. Vibes - immaculate. It controls how it should, the art, sound, world building, lighting, colors, voicing (gianni: the game is always a good thing), enemies, locations, everything. It's all wonderfully thought out. Extra little details like the flashbang being a light bulb are delightful and show they really put thought into it. The mirror travel is a delightful idea. Maps - mostly good. The maps are smart in that you will constantly be opening up ways to backtrack. Like one giant chutes and ladders game. The downside is that if you're in any way a completionist hoarder like me, you'll be backtracking a LOT. The maps are so content-dense.....the first time you go through them. There's loads of branching paths, and always multiple ways to get through something. Easy to get lost. Optimization - seems good, but check the specs: I wouldn't know if it wasn't. A big pain point is just the stealth and general gameplay. I couldn't get a read on it. It plays like classic thief, but the enemy count, behavior, weapon availability, etc point to it wanting to play more like splinter cell conviction. There's no billy club, tranq dart, moss arrows, or other non-lethal. So it's either complete bare-handed ghost, or kill everyone. youve got a sword and a gun. And when the only tool a player is given is a shotgun, all the problems start to look like clay pidgeons. You do have smoke and flash bombs, and maybe those are useful, but other games have trained me to treat flashbangs as useless, as they tend to be temporary, inconsistent, and draw every enemy to them. Bottles and distractions take up precious inventory and are inconsistent (enemies seemingly only react to certain items thrown. glass bottles are good, but buckets, rocks, metal, etc may as well not exist). Backtracking is tedious. If your inventory is full before you've even explored one building in an area, you'll have to backtrack through it all anyways, and the game doesn't extrinsically reward for leaving enemies alive, so if you did, you'd have to ghost it all thrice, forward, backward and forward again, just to clear out one section of the map. I already have 30 hours in this game, and half of it is backtracking through empty maps to sell things or do research. I don't need to pad that out any more than it already is. The hive is a massive difficulty spike: You can't leave (which was a shock from a game which was so consistent about opening avenues to backtrack), enemies become sponges with double the health of before, are no longer separated into ranged and melee; they can do it all now. The sequence ends with a massive rush of enemies, right when I was at my weakest, and I had to resort to completely cheesing it. "just stealthing it lol" is much harder, as they can seemingly smell you in the dark (which is basically behavior brought over from the higher difficulties), which there's not really counterplay for, especially with how cramped the map is. You can play to reduce sound and light, but not smell. "skill issue" I'm sure. Other thoughts: - Researching enemies is incredibly tedious, even with the mirror travel (which is still a cool and creative idea). Body parts are huge, there's no quick way to see what you have and haven't researched (a mark in the inventory would be nice), you both need a lot of parts, and enemies drop a lot of them at once. Bioshock's camera at least made it so you couldn't max out research with just one guy. But here you chop one guy up and get 20 inventory spaces worth of limbs. Then you need to hike across the game world twice. I had to find out the hard way that huntsmen and woodsmen were treated the same, despite only being labeled as 'huntsmen' in the journal. I'd almost do away with the station and replace or augment it with a magnifying glass that fits in your inventory. Maybe something that can be bought from the shop. After all, since the game seemingly wants you to kill everything, there's no point in having the player backtrack through empty maps. Just bring the tool with you. one of the update logs claims "the world of Gloomwood will now change as the story progresses!" but if that's active already, I haven't seen any evidence. I guess this is just an in-between state of the game? -If I didn't power through this, or skipped a day, I would completely lose track of what I was doing. I never saw a quest log, the shopkeeper doesn't remind you where to go, and the changes in the world can be easy to miss. you don't really have to make it AAA-playtested-put-a-marker-on-the-hud-focus-M obvious what to do, just move a candle or thumbtack onto the next area in the map room/cross out the seals you already have. Even OG thief gave you a checklist for each mission. -opening the map defaults you to the most recent one you picked up. should probably just change that to opening whichever map you're currently on, only using most recent as a fallback if the player hasn't picked up the current map. -leaning is pretty useless. The behavior I'd love to see is dishonored's "reduced visibility" leaning, but it seems in this game, it only considers the light on your camera position. My naive approach would be to calculate the visibility values of the regular and leaned camera positions and just average them. Either way, it feels unfair to lean out of a pitch black corner into a brighter light and be treated as if you're FULLY in the light. -Item hoarding/stashing feels like an afterthought. Especially in relation to the alchemy system. The game encourages you to leave every single alchemy ingredient in the lighthouse (which are one-off and nonrenewable afaik), but forces you to just scatter them around the room as loose physics objects. Seems to be waiting on the implementation of containers. -The mirror is introduced as something evil by the dialogue, but in practice it isn't. I thought it was some kind of choice system where you'd get punished or rewarded later on, but it seems not. Same as how it feels like there should be some punishment for killing everything. Maybe have the crows turn against you if you kill enough of them. Or like MGSV where enemies will start wearing armor. Or like dishonored with increased hostile rat spawns (among other things). -Health displaying as "fine" tricked me into thinking I was at full health. Weird wording. precise health readings are only available in the journal, which I think is a wasted opportunity to add it to the ring/hands. Color changing mood ring? -Powder horn hints at the existence of a black powder rifle/blunderbuss, but if there is one, I haven't seen it. Horn feels useless after the cannon, which is optional anyways. If I had to round it up, the only through line I can point to is that the games mechanics don't always seem to play into each others strengths. Many aspects seem good in isolation, but interfere when put altogether. RE4 style inventory: neat, except in a game with so much loot to haul. Massive sprawling maze-like maps with loads of secrets: wonderful, until you get lost, or need to backtrack to grab a lever out of storage, or want to offload your loot (see inventory). HL2/amnesia style physics interactions: delightful until you try to sort your stash and items start clipping and flying around, seemingly no protections against losing track of key items like levers and wheels, and physics barely have purpose in stealth sections. Now they're wanting to add an attachment system, which would be cool...if this were COD. I'd rather just have the scoped revolver be replaced by a different weapon entirely, even if it uses the same ammo. Maybe a trapdoor rifle or something. Good game overall, despite my rambling.
Not trying to be a hater, but I really don't understand the hype around this one. I am a huge fan of the Thief and Dishonored games, so I thought this would be right up my alley. I could not have been more wrong. The only things this game has going for it are the great visuals, atmosphere, and sound design. Everything else feels like it was made to be as tedious and anti-fun as possible. I understand this is early access, but it has been since 2022, so I think it is safe to assume the core gameplay is near its final form. My gripes: - Enemies hear and investigate even the SLIGHTEST sounds, even if heard from a separate room, meaning you basically have to hold the walk button at all times to avoid constant alerts. Walking is VERY slow, making it difficult to either sneak up on enemies for a takedown, or even sneak past them as their patrol patterns are very quick in comparison. - You can't open your inventory whenever you want because it is a physical object that needs to fit in the environment. This leads to frustrating moments where you need to quickly access your case, but instead are met with a "can't open inventory" message, likely leading to your immediate death. - The peek mechanic is useless since enemies can spot you while peeking around corners. Makes me really wonder why this is even a feature if it is basically an instant "spot me" button. - Enemies can see you in total darkness if they approach you close enough. This would make sense if they needed to be close enough to touch you, but they can spot you hiding under a table in a dark room, even from the doorway. - This game basically requires you to utilize its quicksave/load feature due to how easily you are spotted and killed. This is not a fun design philosophy, it is annoying and unrewarding. - Interacting with the climbable chains is very unreliable. There needs to be a dedicated button to grab/release the chain. - Most light sources can not be shut off via a light switch, meaning you need to break the bulb, which makes a loud noise that alerts all nearby enemies. That wouldn't be so bad if (as I mentioned previously) enemies could not still easily spot you in total darkness. I really tried to like this, but it was very disappointing for me.
I bought Gloomwood expecting the spiritual successor to Thief series (98-00), but I was disappointed. I thought this was going to be a Thief meets Resident Evil (and in some ways you can see this), but I think it's more like Resident Evil meets Bloodborne with some Thief elements. The graphics and enemy AI are very basic compared to a game from 1998; guards follow rigid paths, easily lose track of you if you change vertical levels, and possess very simple alert states. Misses the DNA of Thief. Thief (1998) was an art piece that pushed its engine to create cohesive, atmospheric, hand-painted worlds with soft, realistic shadow propagation. Gloomwood feels like a modern engine wearing a cheap plastic "retro" mask. The graphics are way too simple, the textures are flatly pixelated, and the modern lighting engine creates a jarring contrast. As a massive fan of Thief I and II, I really wanted to love Gloomwood, but it lacks the granular mechanical depth that made those original titles masterpieces. The game positions itself as a stealth-first immersive sim, but the loop relies far too heavily on firearms (shotguns, pistols) and linear progression rather than open-ended, ghost-style heists. Gloomwood feels like a survival horror game disguised as a stealth game. Thief did open-ended level design, sound propagation, and guard awareness significantly better nearly 30 years ago. Returning for a refund for now.
This game has a lot to love and to hate. The best part is the map, the worst part is also the map. You have a gun but ammo is limited, and it takes 3 shots to bring down an enemy. Most of the time the game encourages stealth rather than going loud. There are multiple paths you can take along the way, outside in the town or dungeon or inside a building, if you look carefully, you will find a way to crawl through the ceiling, hidden vent, lever that moves a closet, pipes outside a window. Sometimes secret paths do not just lead to an adjacent room, but back to a previous area. I realized that this game is designed to offer players multiple routes, even if it only provides a simple non-interactive map. To actually understand where you are, you have to look around and figure out yourself. Beyond the different paths, there is more than one way to get through certain obstacles. In the fortress there is a cannon placed in front of a wall, along with a note explaining how to fire it. Apparently the game expects you to follow those instructions. You can do that, or not, you can just shoot the wall down with your pistol, although it takes a lot of shots. The same idea applies in the rest area, what makes this game fascinating is that it focuses on exploration. However, the game’s biggest flaw is also the map, especially since there is no mission log. I constantly found myself not knowing where to go next. Before the lighthouse, navigation was easier because you could always look out, see the lighthouse, and use it as a landmark. After reaching it, the game sends me back to the Market District far too many times, it looks like many areas connect back to it, and no matter how many new places I explored, I always ended up returning to this large central area. The problem is I never knew where to go next. There are so many locations I've visited, I had no idea whether any previously locked doors had opened or whether I had missed something new. There is no hint, nor new enemy placements to guide attention, it feels impossible to know where to head to, unless play through the game in very long sessions and keep every detail fresh in your mind, which I think most players, like me, will struggle with. I ended up stopping after 7 hours. I had a lot of fun exploring, I also had a lot of frustration from revisiting the same places. I made it through a dungeon with animal eggs on the ground, refueled a generator to power an elevator, and when it brought me back to the Market District again, I was done. Gloomwood is a good game, but flawed. It could be much better, a map showing the player’s current position along with an indication of the objective would greatly improve the experience. [u] [url=https://store.steampowered.com/curator/43342176-Why-Not-Games/#browse] My curator page[/url][/u]
I have no idea truly what genre captures what this game is, but I wish there were more like it. When another review said that Gloomwood revived their love of gaming, I thought that was being a little dramatic but that's exactly what this game did for me. The stealth is fun, the world and story are incredibly intriguing, and every inch of every environment feels thoughtfully handcrafted.
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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