
Inspired by classic survival horror. Bachman Manor sprawls into a maze of corridors, bedrooms, foyers, and more. Filled with puzzles, traps, and hidden passageways that explore the secrets of its dark history and occupants.
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Languages: English
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]Disclaimer[/b] – [i]I paid something like the price of a can of Coke for this game.[/i] [b]Deathbloom[/b] isn't amazing by any means. It's not a game I'll talk about with passion in the future — I'm not even sure I'll remember much of it in a year or two, but... I can't say it was unpleasant. From what I've read, it was the developer's first "big" release, and I'll be proud of myself if I can do anything at least as intriguing anytime soon. Overall, it's a poor man's [b]Resident Evil[/b] — think of the first game's level design mixed with the seventh episode's gameplay. It's slow, you're walking through corridors, you're looking for keys, you read various documents, and occasionally, you fight zombies. The story reveals itself through your findings and readings, and as far as Chapter 1 goes, it borrows the weird themes that [b]Silent Hill 1[/b] explored back then — if you managed to uncover the full plot. The game looks good — it's made with Unity, meaning it runs like a dead dog, but offers decent visuals, and the developer managed to craft a visually nice playground. The atmosphere is nice. I always appreciate games that try to instill a tense feeling instead of relying on jump scares like that god-awful animatronic series, so, bonus points for that. This is not a product geared towards zoomers. Some negatives though: full price at the moment (around 10 bucks) is excessive considering it's not much more than a competent "first project", and, it ends with a cliffhanger waiting for you to play Part 2. Not much more to say. This review will probably not convince you to play it, but if you're curious enough to give it a try, you'll have a good time if you've played classic survival horror games enough to remember their whole map layout without effort. We are the same breed. [i]Moving on to Part 2 ![/i]
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Got this gem for a steal in a bundle, from a 3rd party retailer I questioned how well this was going to be and I have yet to finish it but still to say in the least it's going better than expected. It's like Resident Evil's little cousin. It isn't the most beautiful visually but it's still great and the experience makes up for it. and i've put 5 hours into the game so far (granted some getting up and leaving it for a second) but i never left it for an extended amount of time the game length. There is room for improvement such as could use more dialogue but that's only because i'm impatient and there's quite a bit of note reading if you're trying to follow along with the whole thing. I was gonna say something about navigation but honestly you really have to use a good combination between the map and mental mapping and even using the map I don't think should be changed you don't have a marker for your current location It tells you your last location and the map doesn't turn for you, you have to mentally match your characters orientation to where you are on the map to determine which direction you need to go if you're trying to follow along with the whole thing. 9.5/10
Très bon. Beau visuellement et une ambiance sonore au top! Par contre quelques défauts... Pas de remappage de touches. Et comme vous êtes obligé d'utiliser les touches WASD pour vous déplacer sur un clavier qwerty et bien sous un azerty, vous êtes obligé d'installer le clavier US dans windows et switcher dessus. (en fait, on peut utiliser les touches fléchées mais comme seul le shift gauche fonctionne pour courir, vous êtes bai...) A noter que mon antivirus COMODO a détecté le fichier "Assembly-CSharp-firstpass.dll" comme malveillant. J'ai dû le mettre en faux positif pour pouvoir continuer à jouer.
A good short survival horror game with good fundamental mechanics: key searching, gun/knife combat, and story. Some texture issues but nothing that is taking away from the good game by Vincent Lade.
https://youtu.be/v7YeKaKiZkw Searching over sized levels for loose keys is far less scary than implied.
Deathbloom: Chapter 1 is a slow-burn, atmospheric horror experience that embraces the spirit of classic survival horror while carving out its own identity through moody exploration and psychological tension. Developed and published by Vincent Lade, the game places you inside Bachman Manor, a sprawling estate that immediately communicates secrecy, decay, and the sense that something has gone terribly wrong. The setup is simple enough—your character arrives at the manor after receiving troubling news about a family member—but the deeper you venture into its labyrinth of corridors, the more you uncover traces of ritualism, corruption, and haunting presences that make the house feel alive. The environment does much of the storytelling, relying heavily on careful lighting, ominous architecture, and a sense of emptiness that is constantly being threatened by the possibility of something lurking just beyond your field of vision. The design philosophy is firmly rooted in classical horror structure: limited resources, deliberate pacing, and vulnerability. You begin your exploration without a weapon, which heightens the anxiety of early encounters and makes every shadow feel dangerous. As you progress, you gather an assortment of weapons ranging from improvised melee tools to basic firearms, though ammunition remains scarce enough that combat feels tense rather than empowering. Much of the gameplay revolves around exploring locked doors, finding keys or items that unlock new wings of the mansion, and solving environmental puzzles that gradually peel back new layers of the story. The layout of Bachman Manor reinforces the feeling of being lost; halls loop around, floors overlap, and familiar-looking rooms can create disorientation until you’ve mentally mapped out the structure. This is intentional, creating a constant balance between curiosity and dread. Atmosphere is where the game excels most. The sound design fills the mansion with low hums, rattling vents, creaking wood, and distant echoes that never allow you to completely relax. Even when nothing is happening, the ambience creates a feeling that danger is always one step away. Lighting is used sparingly but effectively: shadows swallow entire rooms, corridors vanish into darkness, and flickering lamps expose unsettling silhouettes. The enemy designs complement this mood, presenting twisted, unnatural forms that seem to have emerged from the house’s own corruption. Encounters are spaced out enough that they never feel routine, and the threat of running out of resources forces you to evaluate whether flight or confrontation is the wiser choice. The game’s narrative reveals itself through discovered notes, environmental clues, and sparse bits of dialogue. Rather than overwhelming you with exposition, Deathbloom encourages the player to piece together the larger mystery surrounding Bachman Manor and the family that once inhabited it. You gradually learn about your grandfather’s past, secret experiments, and the sinister events that shaped the estate’s downfall. The inclusion of a mysterious helper—Christina—adds another layer of intrigue, leaving you unsure whether she is an ally, a pawn of the house’s influence, or something else entirely. The chapter structure becomes clear as the story unfolds: this is the first half of a larger narrative, and the ending points toward further revelations that will arrive in later installments. Because this is only the first chapter, the experience is relatively compact. Most players will complete it in a handful of hours, depending on how thoroughly they explore the manor and how quickly they solve its puzzles. This shorter length works for the narrative pacing but leaves the game feeling more like the opening act of a larger story than a self-contained journey. Some technical roughness is also noticeable: occasional texture flickering, minor performance dips, and rare bugs can interrupt immersion, though none fundamentally damage the experience. These issues are understandable given the game’s small-team development context but still worth mentioning for those sensitive to technical flaws. Despite its limitations, Deathbloom: Chapter 1 succeeds in capturing the essence of atmospheric horror. It focuses on tension, discovery, and the slow unraveling of dread instead of relying solely on jump scares or heavy action. Players who enjoy the methodical pace of early Resident Evil titles or the mood-driven design of indie horror games will appreciate its deliberate structure and oppressive aesthetic. While not a large or mechanically elaborate experience, it offers a compelling and suspenseful first chapter that sets the stage for a deeper descent into the mysteries of Bachman Manor. Rating: 7/10
Very enjoyable horror game with a good mix of exploration and combat and an intriguing story. Puzzle solving in order to progress made logical sense and was not frustrating so long as you explored and closely observed your surroundings. Looking forward to playing Chapter 2.
Good and creepy indie survival horror. Didn't run very well on steam deck and the controller support isn't very good (had to do a lot of rebinding) but it was still playable. Performance and controls aside, this game was a lot of fun. Got stuck a couple times and ran into some bugs but overall definitely worth playing. I'm looking forward playing Chapter 2!
[h1] Summary [/h1] [table] [tr] [th]Category[/th] [th]Perception[/th] [/tr] [tr] [td]Level design[/td] [td]Annoying maze designs and classic unreal engine shinyness, despite being made in unity. Looks good otherwise[/td] [/tr] [tr] [td]Art[/td] [td]Map and inventory UI is a little cluttered, but the art is good otherwise[/td] [/tr] [tr] [td]Sound design[/td] [td]Lots of stock sound effects and sometimes missing sounds altogether. Music is fine though[/td] [/tr] [tr] [td]Story[/td] [td]You travel to your grandfather's estate after learning that he recently passed away. But when you get to his mansion, spooky things happen[/td] [/tr] [tr] [td]Gameplay[/td] [td]Read notes, find keys (a lot), eventually you also get into combat[/td] [/tr] [tr] [td]Bugs/glitches[/td] [td]Worked just fine for me[/td] [/tr] [tr] [td]Other issues[/td] [td]None[/td] [/tr] [tr] [td]Length[/td] [td]Unsure exactly how long it is to beat[/td] [/tr] [tr] [td]Worth it?[/td] [td]Maybe, but personally I don't think so[/td] [/tr] [/table] [h1] Conclusion [/h1] Horror games need build-up, but there's a thin line between a proper build-up and dragging it on way too long. This game unfortunately does the latter. I have played similiar games before and liked them, so this game should be right down my alley. After nearly an hour and a half of trying to navigate boring mazes while looking for keys, I gave up on it. A friend told me about the collection of games from this developer and told me a lot of them are decent, but the fun parts comes later. I don't want to have fun later, I want to have fun now. Annoying mazes and horror games where hunting for keys is most of what you do is most likely a pet peeve of mine more than an actual problem, but I am so tired of games like this. The developer seems to be pretty good in a lot of areas though, so maybe I will try another game from this dev in the future.
accidently put my resolution too low causing me to softlock myself permanently
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