
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
The game has a solid base. Its gameplay, atmosphere and design is pretty good among its indie peers. The game kind of falls flat with its difficulty and level design. Even on its hardest difficulty, the amount of ammo and healing items you get is too much to pose any risk of running out of stuff. Some areas of the game "force" you to play a certain way to continue with the game, so dont expect the sheer freedom of choice you find in classics like Prey or Dishonored.
Shockingly fun. Loved almost every second and after completing my first playthrough and doing a ton of exploring and testing am now almost done a second and will likely do even more in the current version. It just HITS. Wasnt on my radar whatsoever and somehow just happened upon it and couldnt believe how incredible it is. Deserves far more attention but i guess its in a bit of a niche genre so it is what it is but if you think it looks fun in the slighest give it a go because I was not fully convinced it would be for me but man oh man did it deliver. 2 quick things i love: Grid-style inventory that takes form in a physical suitcase that exists in the game world when you have your inventory open. it is so satisfying i genuinely cant get enough of the management with it. It is a 10/10 experience in terms of my enjoyment of it and the fact that u can drag things from it out into the game world is just uhhh the sickest shi ever. Can tell lots of love and thought went into this and it shows. The level design, its amazing. im a huge fan of souls games and im sure i cant be nearly the first to say this but, this is heavily giving first half of Dark Souls 1 levels of interconectability in the world and i am not one to give that kind of praise out willy-nilly. You will be in the middle of goat-arse where-tf-am-I-town and youll hit a lever on a wall and BAM ur back to goat-arse where-I-was-30m-ago-town and can finally breathe, save ur game, and piss somewhere that isnt ur pants. I love this and there were many mindblown moments that i can only relate to going down that undead parish elevator and seeing "Firelink Shrine" pop up on ur screen as you hit the bottom and just being left in awe at the level of genius you just experience. Seriously, its that good, to me at least. The lastest level "hightown" really blew me away with this kind of thing. To add even more to this, im pretty sure some of these levels can be played going one route through and then ur next playthrough you can do the complete reverse order of the way u went last time or at the very least mostly so, its hard to say as im yet to have a good idea of where i always am/all ways you can even do a level (i found this hard to explain in text so hopefully u get what im saying lol). I could gush about this game for quite sometime but there is many carpals tunneling in my wrists and whatnot so thats all for now hopefully will update this with some more later when im less lazy but just in case it escapes me this will do. Hope not too many spelling mistakes, its l4te ;) Devs you truly have something incredibly special here. i cannot wait to see where u go with it! Cheers everyone :)
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 2,402 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
I have an itch. It's been itching for almost 30 years, truth be told. I think I got it in The City in 1998. The symptoms of this rather irritable predicament is that I want to hide in shadows while others nearby have no idea that I'm there. Then, it makes me only want them to know I'm there once I've rendered them unconscious. I want large long levels that go as far up as they go wide, harbouring many secrets. Gloomwood has scratched this itch... For now. Very fun, very engrossing game. There's a few other reviews here which highlight some of the things in this game which could be a bit better, make it more "Thief-like" which I do agree with. The combat is rather easy; the guns tilt things in your favour a bit, Enemies get alerted to your presence very easily and will basically attack at the slightest inkling, the darkness doesn't really hide you a lot of the time and it would be nice for body specific damage. Oh! And how about a bit more of the story. I really want something toothsome to chew on while I explore this town of Gloomwood (which is truthfully the true treasure of this game, as it should be.. It's the title). Yet with all of these in mind, I still had an absolutely engrossing time with this one. I want games to take to places, to make me feel like I am a forceful yet rogue element in a very different world. In this regard, Gloomwood crushed it. One final gripe. It is early-access and looks to be there for at least another half-decade which is... Well... It's not shameful, just that I don't know how often I'll feel like coming back to Gloomwood. I've already gone there, got something special and hope that I will continue to return to see things to theend. These sort of games teach patience but sometimes that only goes so far. Yet I am hopeful that once the developers dole out another dose, I'll be there cane and case in hand to move amongst the shadows and scratch this itch once more. Come to Gloomwood. It's waiting for you.
Honestly bro it's ridiculous how good this game is for how simple it also is. It's very clearly taking inspiration from other great immersive sims. There's literally a bundle of this game and System Shock 2. There's no doubt that the game has its inspirations, but then despite being a simple indie game, I'd rank it just as highly as them. It is definitely clunky. It can be improved in a lot of ways, but from a design perspective, this game is practically perfect. The core concept is already there and I wouldn't ask for anything different except just more of it. This game is the concept of an immersive filter distilled down to its purest form. It has what I would consider the three pillars of immersive sims: - Rewarding exploration. Useful resources are hidden literally everywhere, even in super out of the way loctions. It's worth climbing up a building that you think would be considered out-of-bounds because for some reason, some dude's credit card is hidden in its gutter. Exploring thoroughly is worthwhile. You will genuinely find useful things for doing it. - Branching paths. The game has multiple different paths and they generally always fall into one of three categories. Either "requires a resource", "requires an ability" or "you just need to know that it exists". Some obstacles have very obvious paths wherein you could use your resources to surpass them, but if you look around, you can find some very well-hidden paths that will let you bypass it practically for free. It's rare that you have no other option but to just go straight through an obstacle. - Resource management. This ties into the points above. Your ability to get past obstacles depends directly on how many resources you have. If you've got none, you usually have to just fight enemies directly. Either way, you're going to be using resources to do this and you often have to pick and choose how many things you can afford to use. All other immersive sim games embody this, but Gloomwood, it feels, has distilled this down to its most basic form. The gameplay is super deep and you can come up with tons of solutions to any problem. The game rewards your intelligence and punishes you for being careless. Gloomwood also deserves a medal for offering to highest amount of "♥♥♥♥, do I actually have to go in there?" situations I've ever seen. System Shock 2 did the same thing (Hydroponics deck...), but Gloomwood will regularly put you before a ♥♥♥♥-encrusted, seemingly bottomless hole in the ground, then tell you to ignore the gurgling from within it and just hop right in! And of course, the area afterwards is a toxic ♥♥♥♥♥♥♥♥ where you hear enemies groaning just around every corner, where the air itself is hazardous and where you also have no way back. The sheer ratio of horror to relief is large enough that whenever I'm in a safe area, I don't feel like going back outside into the madness. It's genuinely stressful. I love it. No other game scares the ♥♥♥♥ out of my quite like Gloomwood. This is enhanced by the game offering a save point system. It's a lot more intense when you can't save until you can reach a specific location. Such a simple thing to implement, but so many games just offer quick saves and nothing else. The game's AI also deserves praise. Enemies are smart as hell. Most of them have some kind of ranged option and all of them are smart enough to path find to you, break down obstacles in the way, climb over obstacles, drop off of ledges. I hardly ever found situations where an enemy just stood there, unable to hurt me, while I shot it to death. It's terrifying to make a noise or have a scuffle with somebody, then you hear the rapidly approaching footsteps of his friends, so you hide in a nearby room, but they come up, smash the door down and start exploring the whole room until they find you. The last game I can remember that did that was Metal Gear Solid 2 (from 2003) with its room searching mechanic. The story of the game is still unfinished. To be honest, it seems like they might have planned too much content for the game to finish at their current pace, but I guess we'll so how that goes. At the moment, the game takes a solid 20ish hours to finish at a casual pace, but it also has a game of collecting 5 McGuffins, called "seals". I only collected one in 20 hours. The game currently ends around the midpoint of collecting the second one. The story is barebones, but it provides enough motivation and context for why your character is doing what he's doing. I think that's more or less it. I'd give them game a solid 9/10, even unfinished. It's just as good as the other famous immersive sims and the dev deserves huge praise for achieving that with just two dudes.
"With all the money Ultrakill makes, we can just dump that money into Gloomwood and Fallen Aces ... like any great studio, we're going to go out of business by making immersive sims." - Dave Oshry
whos playing in 2026? haha (if you are reading this im already dead)
this game stinks why do i have to walk so slow
Positive: -Enjoying the great atmosphere. -The Easter eggs for Thief are fun. -Shotgun has good sound and feedback, love the smoke coming out of the front. -The movement is good, and I have been enjoying the option for verticality. -The art style complements the overall game and story. -No game-breaking bugs thus far. -Enjoying the humor and just silly enough not take itself too seriously. Humor and horror are a great pairing. Change: -Got stuck in a side table in one of the manors. It was next to a door, and, though a series of unfortunate events/peak timing, the door opened as the hutch closed, pushing me inside. Because the door blocked the hutch, I needed to reload my save. Not gonna lie, this was 100% player error on my part, so it got a good laugh out of me. -More voice actors would be great. Love the homage to Benny and his buddy, and expanding on the good work already there would bring it up to a new level. -I found the revolver to be not as useful as the other weapons. Might need some TLC to make it worth taking up space in the inventory. -I would prefer for the enemies to be alert for a little longer (might be a result of my difficulty level (regular)). -It might be cool if enemies, when alerted, look under tables and behind doors. -Have a special slot for puzzle critical items (I found myself backtracking and dropping things that I needed to go back for. Started to feel like a fetch quest, and we all know how the gaming community feels about fetch quests) -Be nice to have some collectables. Maybe a head display in the basement and hats on the main floor? or, hear me out, combine the two so we can swap hats & heads on a display? -Have the shop re-stock items that the player uses more often so that we are more inclined to purchase things? Maybe have it on a timer so that players don't spam the store. -Taking things out of the case tended to have my character fling stuff across the room in a rage. which, given the circumstance, seems accurate, but it can be a drag when I have to clean up after him like a single mom taking care of a toddler after a tantrum. -Please let me bash enemy heads in with a brick. It's ok if I don’t get body parts if I use it. Those are my thoughts for now. I do recommend giving this game a try, especially if you are a fan of the Thief series.
Неплохой хоррор-выживач, но не духовный наследник первых игр серии thief, как говорят разрабы. Если вам о-о-очень хочеться поиграть в какой-то имсим - то сойдёт, иначе вы ничего не потеряете. Игру проходил на самом высоком уровне сложности, чтобы прочувствовать игру полностью и использовать все её механики. В итоге... Просто инногда душновато и большую часть стычек можно пройти либо забравшись на возвышенность, либо спрятавшись в уголке, подождав пока в точку сбегуться все противники в округе, а потом просто зарезав всех с кинжала.
This is absolutely incredible and I need more right now. please xD. I love this, it's nervewracking, terrifying and hilarious and just so so much fun. The systems are solid and fun and I just hope to see everything expanded upon as development progresses. Highly recommend this
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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