
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
Gloomwood это когда ты приходишь к доктору в маяк, не понимая какого ♥♥♥ терапевт ведёт приём в маяке, и за открытой дверью сидит не ухоженный врач с очками, а ёбанное нечто с дробовиком которое шыряется по вене и при этом молится на лопату. Gloomwood это когда тот кто должен был лечить, всаживает в тебя два барабана из револьверов стреляя по македонски и при этом вкалывая в себя очередной шприц жутко смеётся доставая дробовик. Gloomwood это про врача который не лечит. Почему я её рекомендую ? Потому что этим врачом являетесь ВЫ. Чумная игрулька 👍.
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.
Media

Related
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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
"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
this game stinks why do i have to walk so slow
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
The developer has a complete disrespect for buckets and their implications on the wider immersive sim economy. Avoid.
DISCLAIMER: this is a great game, it only has one problem: it's thief resident evil, the resident evil part is the problem because i can just go ♥♥♥♥♥♥♥ play resident evil, now playing thief is a pain in the ass in comparison since you know, you only got 2 games and the devs bankrupt thenselves over it
There's a jump upgrade and it lets you go out of bounds. Oh yeah there's stealth too. 10/10 go buy it right now.
This game is just so, so immersive... especially with good headphones and a dark room, man it's just 10/10
I remember the first time I played Thief 1 (1998) on a PC Gamer demo disc. I replayed Lord Bafford's Manor so many times until a friend gave me his full copy he got bundled with his graphics card. After Thief 2, the only way to get more Thief was from fan-made maps. The experience changed with Thief 3 on, until Dishonored, and the only way to get a good Thief experience in-between was either Darkmod or the lesser known Thievery UT. So, from the bottom of my heart, devs, thank you so much for this and treating it with respect. For review context, I'm playing on Blood Moon difficulty and I have 1 seal. I always play these types of games with expert difficulty and go for not spotted/no kills. The level design that I've seen so far is perfectly dense. Making it one big constant world is a nice change from Thief stage progression. No matter where you are, you're always going to see a unique structure(s) or crevice(s) that needs investigating and is worth it. You're not going to get lost because something looks too "same-sy." There's incentive to go back to places you've visited with new equipment a-la Metroid. Every guard patrol will have many options on how to handle based on level design alone, you're never going to have to wait for a guy to turn around down a long corridor. The RE-style inventory management is fun. The scarcity and placement of items and ammo is really well done. It feels like the perfect balance of always having to weigh options on what to take. As long as you haven't read ahead to any spoilers, you're going to find a lot of items that you have no knowledge of what it's used for, it looks important, and that mystery along with not knowing when you're going to use it while balancing inventory is a fun kind of stress. The only thing that seems off to me is the enemy's detection. Keep in mind, Blood Moon, but I also haven't tested on a lower difficulty to see the difference, and I haven't looked on forums to see if other people have mentioned it. I don't know how to explain it, but the detection feels broken. Like the sensitivity, sight, and hearing are bouncing off and through walls in ways they shouldn't. It's hard to explain, it's not because it's the difficulty setting, I've played waayyyy too many of these types, I think it's just maybe broken or needs tweaking. Non-snipers will see me on a perch when I'm full shadow and 2 stories up. Similar to that last issue with detection, I want to like having the ring as a non-gui indicator of your visibility, but some weapons and cramped cameras can really mess that up and make life difficult. People mistake that I'm explaining it not knowing "It's supposed to be realistic." No, it is, I like it, it's just broken in certain conditions. The leaning mechanic also needs some buffer time, because you can pop out at high speeds and be fully visible and detected in under a second. Maybe working as intended, but have a speed modifier (like with doors, unless it's there and I haven't found it.) There are some places or corners that can be completely dark, and I can lean and be fully visible. All that being said, this game is so freaking awesome, I'm excited to see more. I hope it never ends. The way it's built, it's like there's a driving force to see what's next, and I can say I get fully immersed when playing this. Devs, blackjack Stephen Russell and wake him up in the recording studio for the cherry on top. Classic Thief lovers, absolutely get this game. MORE THIEF.
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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