
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.
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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
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 61 reviews with recorded playtime.
Reviews
Themes across 61 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
Gloomwood hasta ahora a demostrado no ser un juego mas de el monton,con su estetica impresionante que logra replicar los graficos de los juegos de los 90s a 2000s. La estetica no es todo de este juego,su gameplay es encantador y destaca por su sistema de inventario y formas de acercarse a cada situacion. Ya que la seccion de ciudad no esta de el todo completa,la reseña solo ira hasta que encontramos el faro,que es basicamente nuestro Checkpoint por asi decirlo. La pesqueria es donde iniciamos el juego,en esta se nos explica las mecanicas principales como la medida que usamos para saber que tan visibles somos,este siendo el anillo,saber que tan sigiloso eres le da muchos puntos a este juego,ya que puedes evitar escenarios confusos en los cuales te joderia bastante no saber tu visibilidad. La baston-espada es la primera arma que encontramos junto a un fonografo (nuestra forma de guardar progreso),cada que veas uno de estos,toma por cuenta que viene algo en lo cual podras morir,hablando de la espada,esta te permite apuñalar a tus enemigos por la espalda para poder matarlos eficazmente. El juego te castiga bastante si decides atacar enemigos como pendejo usando la espada,ya que si peleas con mas de uno,ten por cuenta que te dejaran en mal estado o muerto. poco despues encontramos el revolver,nuestra segunda arma la cual nos permite combatir a media a larga distancia,es relativamente silenciosa si la usas bien,pero como la espada,es mejor concentrarse en matar una poca cantidad de enemigos. Hablando de ellos,por esta parte encontramos a los Leñadores y Cazadores,los leñadores tienen una voz mas aguda y molesta,mientras que los cazadores tienen una mas grave. La siguiente zona es la mineria,en la cual se nos entrega la lampara,la cual ilumina el camino a cambio de que seas mas visible. En la mineria nuestro objetivo es encender un elevador que nos llevara hacia los acantilados. Los enemigos principales son los Perros,estos pueden llamar a sus compañeros y son menos ofensivos,pero siguen siendo un peligro en grupo. los acantilados nos desafian a lidiar con bastantes enemigos a la vez,siendo que hay una casa la cual es resguardada por bastante de estos. Aqui puedes aprender a usar el ambiente y lugares a tu favor,siendo que puedes escapar de ellos usando los lugares oscuros y asi evitar deteccion hasta que pierdan interes. Despues de esa parte viene una mini seccion en una carniceria en la cual conseguimos las trampas de oso,las cuales sirven para atraer enemigos y dejarlos atrapados alli por un rato,ten cuidado aun asi,te pueden atacar a distancia aun estando atrapados. Despues viene la cabaña de la cabra,en la cual nos encontramos al enemigo mas fuerte hasta ahora,este siendo una cabra gigantesca,aqui se nos pone a prueba si hemos aprendido a jugar sigilosamente o no,y nuestra recompensa es la escopeta,una de las armas mas poderosas que nos permite atacar a varios enemigos sin mucho riesgo gracias a su alto daño,esta igual sirve para aturdir a la cabra por un rato. (cabe aclarar que tambien se nos introduce a las granadas,la primera siendo una flashbang que ya que estamos en una epoca antigua,usa un bombillo explosivo.) Haria una reseña de la ciudad ya que es la parte que mas ofrece de Gloomwood,pero me gustaria hacerlo cuando este completa.
bem bão
Loved the game, easily one of my favorites of all time. I look forward to seeing how it develops further
The spiritual successor to Thieve games.
Very good game, fun and scary, played this on the "full moon" difficulty, and ts was hard
123
Been playing since the demo. I typically only buy games on steep sale and return 90% of them. Gloomwood was a day 1 purchase for me. The developers have not let me down. Every patch is fun. The developers are thoughtful and seem to care about games more than the average developer. Very refreshing to have a game this enjoyable in an otherwise dead industry.
The game tells you what if Lovecraft had written "The Island of Dr. Moreau." Dark charming. Despite the stealth capabilities, playing at an average difficulty level can be played like a regular shooter, only occasionally attacking from the shadows. The disadvantage is that early access does not allow you to complete the game.
very gloom, not much wood
This is a very satisfying game. It is definitely an immersive sim, though maybe some systems aren't as fleshed out as others. But the atmosphere and pacing really make it a cohesive stealth-horror experience. And even though some mechanics don't always work like expected. Torches seem unfinished, for a good example; you pick a dropped torch up and it ignites for one second, then goes back out, with no way to light it, which seems like a missing mechanic with how many explosive barrels and stuff there are. In fact that kind of leads into a larger "issue" with the game: some of the exploitable systems are just too OP. They addressed how easily fire spreads, but there are literally dozens of fire barrels in each area, usually with most of them stashed in some fairly convenient spot, just waiting for you to lug around to ambush positions. As long as you have plenty of revolver ammo and some shotgun shells to clean up with, most encounters are a breeze. I think this particular exploit could be balanced by, first, fixing the torches and, second, removing the ability to ignite barrels by shooting them. IRL, a bullet would never ignite fuel inside a wooden barrel. I guess a torch would struggle to ignite one quickly, but a bullet wouldn't at all. Maybe shooting a barrel makes it leak, so if ignited it doesn't explode but maybe makes the ground slipper and ignitable. It could just be a little deeper and more thoughtful. That said, I'm definitely having fun with the mechanics and exploits as they stand. I actually recommend playing with quick saves enabled (at least for a first playthrough) because it makes it more satisfying to experiment. There have been more than a few times that I've had a really clever idea, only to make a minor and avoidable mistake and mess it all up, to be swarmed with enemies and easily clearing them all out. It is fun to be adaptable, but also, I never got the satisfaction of pulling off my clever idea. Since, it was too far back whence I saved, I didn't feel like reloading to try it out again. I try not to save scum, but I have been enjoying my time more when I quick save before trying something fancy. Otherwise, I tend to stick to cheesy tactics that I know work. (Minor spoilers ahead) My gameplay time is not accurate, because it's been left running, paused, in the background a bunch. It's probably more like 8 hours at the time of review. I'm only just now about to make it to the merchant, which is in the third level. Howlongtobeat says 5 hours to beat it, but maybe that's from previous builds? Most reviews, even within the last 12 months say it just takes a few hours to beat. I dunno. Maybe if you already know what to do and where to go or run through it like a FPS and skip a bunch of stuff, but I feel if you play it like it expects to be played—as a stealthy immersive sim—and take your time exploring and finding secret paths and items, you will get a lot more play time out of it. It's just a little frustrating that it sometimes feels like I have to force myself to play it that way when the shotgun is so powerful and the fire barrels so abundant. There are definitely easier ways to play than others that don't necessarily feel as rewarding as doing something creative. And there are systems that feel unfinished. Plus, the AI can he kinda dumb. But in a way, as part of the whole package, those flaws give it some of it's charm. It genuinely feels like it could have been made between 1999 and 2003. The looks the gameplay, the sound design, the interface. It really is a love letter to imsims of the past and worth playing if you are any bit interested in the genre. And since the systems are a little bit simpler, it might be more approachable for someone new to imsims. [You should have no problem running this. Plays well on Linux, too]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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