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Gloomwood on Steam

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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.

Gloomwood is a immersive sim, stealth and survival horror game developed by Dillon Rogers, David Szymanski, Nate Berens and Thomas Porta and published by New Blood Interactive.
Released on September 05th 2022 is available on Windows, Steam Deck and Steam Machine.

It has received 7,528 reviews of which 7,152 were positive and 376 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 14.61€ on Steam with a 25% discount, but you can find it for 6.63€ on Eneba.


The Steam community has classified Gloomwood into these genres:


Here is the detailed breakdown of supported languages for Gloomwood:

UI Subtitle Audio
English

Media & Screenshots

Get an in-depth look at Gloomwood through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 Or Later
  • Processor: 2.4 GHz Dual Core Processor Or Higher
  • Memory: 4 GB RAM
  • Graphics: GeForce GTX 960 Or Equivalent
  • DirectX: Version 9.0
  • Storage: 1 GB available space
  • Sound Card: A gloomy one
  • Additional Notes: Why'd ya spill yer beans?

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

13 hours played
July 2026
The game itself is good, the atmosphere and immersion is well done and I found it to be an enjoyable experience. However if you are looking for the next dishonored game this is definitely not it, I understand it is an indie game so it won't have nearly the same depth but with the amount of content despite 3 and a half years in early access is honestly pretty dissapointing. The recent hightown update was just meh in my opinion the area was hard to navigate and didn't really give you much choice in how to approach it. I find the scaling of the enemies to be a bit skewed I understand stealth should be your primary goal for progressing but making it so a majority of enemies cannot be stealth killed just makes the game so slow. I genuinely enjoyed the game so I will give a positive review but if I could I would give it something neutral. My biggest gripes with games such as this is their insanely long development times, for a game from a notable indie publisher and dev with a decent playerbase the updates should not being coming out this slow. I find this develop with the community mindset often hinders development rather than makes it better as it encourages the developer to stay in early access rather than push for a full release honestly I prefer a complete game with a couple rough edges to something really polished but takes years to get a couple hours of content.
21 hours played
May 2026
Excellent stealth game with some really fun immersive sim interactions, 10/10 would nuke an entire room of bat people with a barrel I stole from a gun store. I pirated it because I'm poor, got up to the Hive section and realized my cracked copy didn't have the latest few updates. I bought the full version both to see the new sights and because the devs deserve more money to finish this wonderful game.
19 hours played
March 2026
Honestly fun but I think you developers are taking advantage of the term Early Access these days. Push an unfinished product out with promises of updates and make one every year or two. It's getting out of hand.
13 hours played
Feb. 2026
This game is phenomenal with a lot to love, but it has some rough edges that just give me the ick. Really great when you sink your teeth into it, but I can't even disagree with some of the negative reviews when the game's three years into EA and still has some amateur fumbles inside. I'd like to write about those fumbles real quick before I can get to praising the game proper, because the devs really need to fix these if they want this to be the masterpiece it deserves to be: [*]Watchmen AI is unnatural and difficult to predict in the bad way. Their "vision indicators" are a complete joke and a lie, with stealthing around them feeling like a game of pretend where they secretly always know where you are. One glimpse is all that's necessary for the entire region to know your exact location - It's incredibly limiting and frustrating. [*]Basic movement like climbing is inconsistent with no indicator of how or why it works, climbing a rope is muddled by baffling controls where your climbing direction when holding up/down buttons can reverse depending on the direction you're looking. Why couldn't we have simple climb up/down buttons? [*]Melee combat is clunky and incapable of handling more than one enemy, probably by design, but this makes stealth be the only option to tackle groups of enemies and limits options for no reason. Even when it's a valid option, I feel miserable beating the enemy with my stick while he lazily snaps between his sprinting and attack animations. [*]Those three points kind of ruin the "immersive" part of the sim for me, so I dearly hope the devs take the feedback to heart and make some much needed changes. If all of that sounds really harsh, especially for a game I just called a masterpiece , it's because the idea that basic issues like that are present in this game so far into EA kind of frustrates me, I love the potential this game has, especially with how much love and care the developers put into it, but just because the game does some stuff really great doesn't mean those issues should be disregarded. That all being said... Let me actually talk about the great stuff. Gloomwood is a game about patience, strategy, and knowing your place within its world and how you can affect the things immediately surrounding you. From the very beginning, you're tossed into a world where threats are already present and you have to be sneaky and clever to survive. Each enemy is a mini-challenge to figure out the cleanest way to rid of them, and progressing through the starting area feels like the beginning of a covert, hostile takeover as you learn your surroundings, unlock shortcuts to previous areas and save points, and make your claim over this small part of the world. It feels incredibly rewarding. The scope of each area gets grander and grander as you continue through the story, and the situations you find yourself in get more interesting too. Each location makes sense in the context of the world, and you often leave them feeling like you've conqured the area. Each of them are distinct with some defining feature to set them apart, too. You find more options to sneak around and fight enemies in the form of different tools later on, but you're often forced to use the environment to your advantage. And you'll be finding tons of keys that unlock new areas when backtracking - You'll be carrying a lot of mental load thinking about the ways your new tools will help you reach areas you couldn't before. Now, this the best thing about this game: There are always, and I mean always multiple solutions to a problem in this game, I am genuinely not confident enough to come up with a situation where there isn't. I have avoided encounters, instakilled bosses, and skipped entire areas in Gloomwood through sheer cleverness alone, and it's a shocking moment of discovery and an intrinsically rewarding experience every single time. The way this game makes you feel connected to its world through natural exploration, connections, and solutions that surprise you at first but make perfect sense when you think about it is really special. I struggled really hard with a boss fight early on in the game, my choices were to either swipe a key off it's back and leave undetected, or fight it to the death. I was stuck trying both options for an hour when I discovered a secret third - Lure it underneath an elevator and crush it. This solution didn't come easily and still required soeme trial & error, but it worked and I felt damn good. It's this feeling that I play Gloomwood for. [*]I also found an area in that boss fight that gave me access to an explosive, a valve to open a gate that'll help me unravel a loose thread from a previous area, and a peek into another room that I still don't know how to get to. [*]Once I spotted a completely random, out of place lever in a building that did nothing. It confused me until I spotted a strange barred staircase with four lights, one of them not like the others. I immediately drew the obvious connection and went hunting for three more switches to open this gate into a secret area with a valuable item. I almost had no idea this existed. [*]I still don't really know how, but ♥♥♥♥♥♥♥♥♥♥♥, I swam through a pipe and ended up in the scariest area of the entire game and I didn't even realize it was part of the main progression. I felt like I went completely out of bounds and started seeing stuff I wasn't supposed to, but then I realized after some exploration that I actually got past the section that I was trying to reach. So my unrelated exploration of a random pipe threw me to the next major part of the game. Incredible. So, despite my ♥♥♥♥♥♥♥♥ earlier, it's needless to say that this is a great game still worth playing. If you love exploring a world, treating the map like a puzzle that you have to piece together yourself, then you will love this game. If you love feeling rewarded for cleverly exercising your problem-solving skills then you will also love this game. I might love this game.
11 hours played
Dec. 2025
this game was pretty good. i first tried this game out a long time ago before it was on steam, giving it a go through some website i forgot the name of. i was pretty excited for it, and when i decided to have a look recently, i expected it to be fully released, since it had been a couple of years since then. ...no, its somehow still early access. im not sure how many people are working on this game, but i did expect more from new blood here. with the success of ULTRAKILL and DUSK, you'd imagine that they would've had enough people to fully develop this game. fortunately, its still being developed and the content is actually very good. i played it on normal difficulty, from start to finish, with various deaths popping in every now and then, with at least two being unexpected ones. the stealth is very simple, and that in my opinion is a good thing. the faster you move, the more noise you make and the more visible you are. the noise you make varies on what surface you walk on, including what noise you make when you land. to my knowledge, jumping makes zero noise, but landing does. enemies don't instantly detect you, they instead have three stages. one, indicated by their green vision cones, being unaware. yellow, being suspicious, and red being aware. the jump from green to yellow is...peculiar. i have ran in front of enemies multiple times and they treated it as if it was a mere shadow, even though i was in broad daylight. thus, they never even attempted to investigate what they saw, instead just standing there and panning left and right. the enemies WILL investigate if what they saw/heard was suspicious enough, but the margin for this is...strange for me. i've landed on metal, right behind someone, and they had zero reaction. meanwhile, i landed on wood in a dark place and the enemy thought it was a good idea to investigate. the same concept happened with vision, somehow being in broad daylight brought only a simple bout of confusion whilst being partially seen in the darkness caused a full blown investigation to occur. despite this, the system works and there are never places where you are forced to be detected or you are forced to be seen. i've managed to go through every area i could think of without being seen, even finding some...probably unintended spots to do so, too. for instance, i think enemies only account for your head when it comes to vision, so if you position yourself behind a pole, the enemies will be blind. theres also combat in this game, and its...very weird. on one hand, you're able to circle strafe enemies whilst spamming m1 with your cane. on the other hand, doing so will make them attack you in a completely different direction, but the place they hit you at will be as if they were looking right at you. then they will hit a wall, and somehow the attack goes through the wall and instead hits you. theres blocking, at least with the cane, but i never had enough time to get my own attack in before the enemy did, and it doesn't work against torch enemies, and basically every other enemy in the game that isn't the axe humanoids. thus i barely, if ever, used it. some enemies will have armor, and to my experience, armored enemies are incapable of being stealth killed, and are extremely resistant to melee damage. if you want to take them out, you need to use a gun... this was never a problem for me, as i always had a huge abundance of pistol ammo and even shotgun ammo (the game gives you way too much in my opinion.) but it did take away from the experience of trying to be stealthy, to the extent that eventually in my playthrough i stopped being stealthy in favor of just killing everything, either with stealth kills or with my pistol and later on a shotgun. earlier i stated that combat is wonky, with attacks going through walls or certain enemies ruining the flow of gameplay. this wouldn't be a problem if there wasn't a forced combat section in the game...that i cheesed because the moment i heard the roaring, i immediately ran back to the start and climbed up back to a save point, then luring and killing them through a gate they not only couldn't attack through but also couldn't get through, whilst i could attack through. but, people aren't going to immediately think this, and i can assume that people died or even stopped their playthrough at that section because of the wonky combat. perhaps an improvement to the combat system? proper mechanics? or, alternatively, just remove this entirely in favor of focusing on stealth. maybe limit combat to traps or deception? there ARE bear traps in the game, and explosive barrels. imagine what could be done with those if they were the main attraction, instead of being given a pistol, shotgun, flare gun, and a huge abundance of ammo to use for all three. imagine all the different scenarios one could make with these. imagine being able to make DIY traps out of objects you can find in the game world! imagine being able to use ROPE to make an enemy pulley system to hang enemies should they step over a wooden platform that was previously made out of a barrel that the player character destroyed and converted into this trap. imagine making vietnam war styled shotgun booby traps with the enemies own guns on places the enemies patrol in. imagine anything with this games interaction system. that would be AWESOME. but it just doesn't... speaking of the interaction system, this game does have it and its...similarish to amnesias. i haven't found a way to rotate objects, but objects will automatically center itself should you hold them. the main use for this is to throw glass bottles to distract enemies, but in my experiencee, this has led to me getting zero benefit in every instance i tried it, even in the first intended use that you're supposed to do it in the game. (maybe make the bottles smaller yet retain the same sound radius?) about objects, there are very little objects in the game that i really found uses for. the main ones were boxes, barrels, and nothing else really. there are other objects, but all of them are purely decorative. now im sure you can throw them to distract enemies, but in my case with the bottle, i learnt that it doesn't really help. thus i left all of them behind, in favor of keeping my meager inventory size afloat for things like food, ammo, and my pistol. (again, all of these 'decorative' props could be used for traps. there are things like forks, knives, plates. imagine plunging a fork into someone to either injure or kill them with an elaborate trap, or to break a plate to receive a shard that you can use to make makeshift glass floors that damage enemies as they walk over them. these things could have a use if you allowed them to be given one.) now, onto something that initially sounded cool but i ended up not doing much with. money. in this game, you can collect things like gems, or other interesting awards to be used for selling. with money, you can buy things from the in game shop, where you can buy medical supplies, ammo, even an upgrade for your inventory. sounds great, right? theres even an abundance of money, to the extent that by the time i got to the shop, i could already afford the inventory upgrade! ...but you find the shop at the very last level, mere hours before the end of the game. im pretty sure you might've been able to find it earlier through those weird mirror rooms, but i didn't enter them as i was told not to by the game. thus i was left with hundreds of dollars on me and multiple treasures that had zero use for me up until i had already cleared out a majority of the game. the inventory upgrade was indeed very useful, but by that point, it was...pointless. (perhaps make a store earlier in the game?) running out of space but i do like this game, and i hope it does get fully released. can't wait for what comes next :)

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Frequently Asked Questions

Gloomwood is currently priced at 14.61€ on Steam.

Yes, Gloomwood is currently available at a 25% discount. You can purchase it for 14.61€ on Steam.

Yes, Gloomwood received 7,152 positive votes out of a total of 7,528 achieving an impressive rating of 9.19.
😍

Gloomwood was developed by Dillon Rogers, David Szymanski, Nate Berens and Thomas Porta and published by New Blood Interactive.

Yes, Gloomwood is playable and fully supported on Windows.

No, Gloomwood is not playable on MacOS.

No, Gloomwood is not playable on Linux.

Yes, Gloomwood is playable and fully supported on Steam Deck.

Yes, Gloomwood is playable and fully supported on Steam Machine.

No, Gloomwood does not support VR.

Gloomwood is a single-player game.

No, Gloomwood does not currently offer any DLC.

No, Gloomwood does not support mods via Steam Workshop.

No, Gloomwood does not support Steam Remote Play.

Yes, Gloomwood is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Gloomwood.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 01 October 2026 13:33 UTC
SteamSpy data 26 October 2026 11:44 UTC
Steam price 26 October 2026 19:34 UTC
Steam reviews 19 October 2026 08:01 UTC

If you'd like to dive deeper into the details about Gloomwood, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Gloomwood
  • SteamCharts - Analysis of Gloomwood concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Gloomwood compatibility
Gloomwood
Rating
9.2
7,152
376
Game modes
Features
Online players
39
Developer
Dillon Rogers, David Szymanski, Nate Berens, Thomas Porta
Publisher
New Blood Interactive
Release 05 Sep 2022
Platforms
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