About the Game
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...
Screenshots
38 images
Version Information
Steam Patch Notes
Official update history
- Improved cache handling of shader variants to reduce shader compilation stuttering
- Improved memory handling causing performance and stuttering issues over longer play sessions
- Creatures will now attack the Doctor if repeatedly attacked even while in an allied Beastform
- Creatures will now attack each other after repeatedly receiving friendly fire by other allies
- Replaced static medicine and alcohol bottles throughout the game world with interactive pickups
- Improved the visual FX of claw and blade trails for most creature attacks
- Added bundle variants for flaregun bolts and harpoons
Doctor
- Added Beastform Doctor corpse carry viewmodels
- Added Beastform Doctor swim animations
- Fixed shortcut slots not being cleared correctly and causing slotted weapons to change
- Fixed Canesword and Bonesaw guarding not always blocking attacks from very close enemies
- Fixed Bonesaw guarding not always playing the guard fx
- Fixed Bonesaw draw not being correctly flagged as a one-handed action
- Fixed fall damage not being correctly calculated while in a non-Batbeast form
- Fixed issue where repeatedly mantling/jumping in Batbeast Form could prevent attacking
- Fixed Crowman Beastform light gem not reading lighting data correctly
- Fixed Goatman Beastform getting stuck when exiting transformation while in a low ceiling area
- Fixed force physics when gibbing enemies while in Beastform
- Fixed weapon redraw not working when exiting Beastform in some scenarios
- Fixed some viewmodel lighting having incorrect light anchors
- Fixed handlantern viewmodel not having a correct animated motion configuration
- Fixed issue where Journal rendering when multiple inputs were pressed
Coast Fishery
- Increased the size of the cabin chimney
- Added handles to many of the interactive slanted window types
- Locked off the vent room beneath the cargo room... for now
Coast Caves
- Fixed wooden barricade being breakable by the Canesword and Bonesaw
Coast Cliffside
- Increased the size of the Lighthouse chimney
- Fixed 'Research Diagram' not correctly spawning when the laboratory opens
- Fixed laboratory bookshelf not correctly flagged as platform for its books
- Fixed roombrush in laboratory causing some dropped items to be silent
Coast Tavern
- Huntsman corpses can now be carried or gibbed for body parts
- Fixed Goatman being able to jump through the attic door and elevator shaft if blocked
City Market
- The chimney in the first Manor now connects properly to the outside
- Added handles to skylights to the blood altar room
- Improved texturing in the blood altar room
- Crucified Goatman will now spawn correctly on load and can be gibbed for body parts
- Fixed incorrect localization id for Market Waterfowl Tavern key
- Fixed elevator to the Emerald Terrace sometimes instantly moving back to its initial position
City Market Shop
- Fixed issue where using primary fire could trigger the buy action in the shop
- Fixed some items would not correctly print out on the Merchant's shop receipt
City Underport
- Fixed blood rain not correctly triggering on Blood Moon
- Improved performance of rain in some scenarios
- Added weather exclusion zones to some areas that should be blocking rain
- Fixed issue where mantling out of the electrified water at Lampfire Power Station would not clear the damage trigger
City Underport Hive
- Fixed Countess dialogue focus volume not being reset if player skips the Seal
- Fixed some lightmap issues in the exit saferoom
Bug Fixes
- Fixed New Game and Load Game not working correctly if a incomplete save is found in the save folder
- Fixed issue where flaregun projectiles would incorrectly bounce off surfaces or not affect targets
- Fixed projectile force not always pushing targets in the correct direction
- Fixed windows blocking projectiles even after being destroyed
- Fixed an issue where AI could path through a closed door if near a steep incline
- Fixed issue where Fishdogs and Rats could not hear player footsteps while sleeping
- Fixed Crowbeasts not being immune to acid damage (like from exploding eggs)
- Fixed metal doors and pickups not being marked as indestructible
- Fixed wooden planks not playing destruction fx
- Fixed issue where door crushers could damage entities that aren't the active blocker
- Fixed issue where traps could make non-flesh physics objects bleed
- Fixed flaregun light beam not correctly disabling when loading or transition levels while holstered
- Fixed issue where AreaPortals wouldn't correctly render the fog plane
- Fixed issue where air bubbles would not appear underwater in some bodies of water
- Fixed issue where sliding on a steep slope wouldn't limit contact momentum
- Prevent climbables from being grabbed while in Noclip mode
Patch v0.1.305.02
Bug Fixes
- Fixed an issue where some old saves would not load area transitions with out of date data
- Fixed some pickups not setting the correct loaded quantity
- Fixed metal crates not being destroyed by door crush triggers
- Fixed armor huntsmen missing some innate physical resistance
Patch v0.1.304.28
General
- Research system has been added! Enter the mirror realm and take the passage to the lighthouse laboratory to start concocting
- A dark presence grows inside the Doctor, and it yearns to claw free
- The journal has received a rework, now having diegetic hand animations and new art and quality-of-life adjustments for each section
- The tabs for the journal can now be selected with the 1-6 Weapon Select keys
- The area selector for the 'Files' section of the journal can be rotated with the 'Lean Left' and 'Lean Right' keys
- The journal health and mind meters will now show 'Excellent' when the player is at max value
- The Bonesaw melee weapon has been added, a new melee weapon with heavy damage and the ability to cut up corpses, but lacks the canesword's sneak damage bonus
- Enemies now stagger based on an internal poise system instead by random chance. Faster weapon attacks (like canesword swipes) should now consistently
trigger enemies to stagger when used in rapid succession - Improved entity defense and damage handling to ensure better consistency
- The Flashbomb stun time has been increased to 8 seconds (from 6)
- Improved the throw animation of the Chokebomb and Flashbomb to sync up with the input
- Reworked the art of the default syringe
- All enemies now have pickup and item giblet types
- Improved hit detection of player melee weapons and attacks
- Improved handling of canesword and bonesaw chained attacks
- Improved swimming and water transitions
- The action log will now inform which item was dropped if not enough space was found
- Increased ambient brightness on some key types
- Improved Goatman walk animation
- Improved effect textures for some melee trails
- Added a sound cue that plays when entering a new district for the first time
- General performance and art improvements
Coast Fishery
- Added an ingredient stockpile to the Fishery main building
Coast Cliffside
- Fixed issue where the waterfalls could clip the player into the cliff wall
Coast Cliffside
- The Doctor's Laboratory will now become accessible after visiting the Mirror Realm
City Market
- An ingredient stockpile has been added to Dr. Thatherson's Apothecary
- The Drunken Waterfowl tavern has been opened
- The crucified Goatman can now be gibbed
City Market Shop
- The 7x5 Inventory Upgrade is now available upon arriving at the Merchant's Shop
City Underport
- An ingredient stockpile has been added to Van Der Meer's warehouse
- Fixed an issue where the electrified water in the Power Station would not correctly electrocute enemies
- Improved AI pathing to allow non-leaping enemies to reach the basement level of the Power Station
- Fixed Gate 3 not correctly getting jammed visually when activating it from the Control Room
City Underport Hive
- A new secret exit has been added
- The sideroute from the archeology digsite now has a deployed rope to aid players who skipped the harpoon gun
- Fixed issue where corpses would not always break falling damage
Dimension Mirror
- Fixed incorrect baked directional lighting
- Fixed issue where the player could get stuck in the falling teleport plane
Bug Fixes
- Fixed issue where crowking corpses would spawn crowmen giblets
- Fixed issue where carried burning objects would incorrectly clear its instigator
- Fixed issue where rats could get stuck in bidirectional rat holes
- Fixed issue where thrown projectiles would sometimes not be parried or deflected correctly
- Fixed an issue where huntsmen rifles would not sometimes have a pickup round in them
- Fixed issue where AI footsteps would not register sound traps (like shattered glass piles) correctly
- Fixed issue where the Gold Crank from Van Der Meer could not be carried without an inventory
- Fixed issue where the shortcut elevator gate in the Underport canal would not open
- Fixed issue where the Goatman would not receive crushing damage from elevators
- Fixed issue where crosshair would incorrectly reset when drawing and undrawing a main hand weapon while the handlantern was raised
- Fixed various chest opening clipping issues
- Fixed some lamps not having a light flare
General
- Winter event has been extended to January 10th
- Added Winter attire for watchdogs, infected rats, crowmen, crowkings and crowbabies
- Added new Winter ambience for outdoor and indoor spaces
- Added Winter icicle props to some statues
- Crowkings and crowbabies are no longer marked as spoiler tagged entities
- Adjusted various sounds and the AI reaction to them
- Added player landing sound for glass shards material
- Slightly increased AI sight range on Full and Blood Moon
- Slightly increased AI non-alert dark vision range
- Adjusted several AI attack states to allow flinch/headshots to interrupt them
- Increased brightness of iron key pickups to be more visible in the dark
- Increased size of shader variant collection that are prewarmed on startup
Coast Fishery
- Added some pickup bricks to Mr. Croup's office
- Added interactive crank recepticle and gate to power generator room
- Improved the geometry of the well cavern beneath the cabin
Coast Cliffside
- Fixed drawbridge shortcut collider not correctly being set when raised
- Fixed some geometry issues with the barnhouse
- Fixed fort gate not raising to the correct height
- Fixed issue where the padlocks controlling the door to the cannonball storage room would not respond correctly
- Fixed some issues with the main city gate collision
Coast Tavern
- Added some decal indicators to show the elevator needs power and some additional guiding lights
City Market
- Added additional snowball piles to area
- Fixed several doors not correctly applying their lock state
- Tweak light culling distance for some lights around the barbershop
City Underport
- Added snowball piles to area
- Fixed exploration music not triggering when entering the area
- Improved geometry and texturing in some areas
- Fixed water volume in sewer that was not activating correctly
- Added metal crates to crowmen sewer section to aid with the door timer
- Improved navigation in power station basement to allow humanoids to enter the flooded area
- Removed key in tram station that had no purpose
City Underport Hive
- Fixed the shotgun pickup in the supervisor station locker disappearing on load
- Fixed some navigation jump links not being correctly usable by crowmen
- Added empty valve recepticle on the other side of the waste treatment gate door
- Improved geometry and texture work of engineering area
- Added additional signage and hints of goal around engineering area
- Oil drums around the finale area now correctly change state on the harder difficulties
- Sealed the area beneath the elevator platform more thoroughly for the finale sequence
- Flagged several nearby stalagtites as non-mantle-able near the finale elevator
- Added buttons to the top of the finale elevator to call or lower the elevator
- Fixed incorrect sound and weather room configuration in some spots
- Fixed some sound emitters not working correctly
Bug Fixes
- Fixed Winter hats not correctly appearing on huntsmen, fishdogs, batbarbers and rats
- Fixed issue where snow would appear in several indoor areas
- Fixed issue where snowballs would not correctly apply the blind state duration
- Fixed issue where chests would collide with world geometry and not open
- Fixed active music not loading correctly after saving the game via the save slot menu
- Fixed vent doors not being interactive after opening
- Fixed AI not updating their search state to new contact detection events
- Fixed AI not correctly applying their sense proficiency overrides
- Fixed some instances of AI not correctly checking for door states or applying their door block status
- Fixed issue where the canesword would not detect the correct body material of dead huntsmen props
- Fixed crowking not fleeing when on fire
- Fixed fire sources not correctly loading their save state
- Fixed physics objects duplicating after parrying a throw projectile
- Fixed several issues with chokebomb/chokebolt saving and loading
- Fixed issue with ceiling windows not correctly updating navmesh and physics collision after being shattered
- Flagged pickup harpoons as not mantle-able to prevent physics issues
- Fixed some issues where pickups would have the incorrect stack size on spawn
- Fixed various instances where ladders would have the incorrect material sounds
- Fixed various issues when multiple valves are linked to a single sliding door
- Fixed issues with water flow values not being applied correctly
- Fixed issue with 'spawn item' command when spawning unloaded weapons
- Fixed some sound portal and propagation issues
- Improved player/enemy body collision handling
- Improved some data handling to during scene loading
Coast Cliffside
- Fixed several AI patrols not initiating correctly
Coast Tavern
- Fixed transition door not correctly locking during the scripted intro event
- Fixed guncase shotgun not being able to be picked up after shattering the glass
- Fixed issue where goatman could jump through attic door
City Market
- Fixed several cabinet/padlocks in the gun shop that weren't working correctly
City Market Shop
- Changed new playthrough inventory upgrade to 7x5 upgrade instead of 8x6 after returning the first seal. 8x6 will still be available later in the game (note: you can still give yourself the 8x6 upgrade early through the console with the command 'give item_luggage_upgrade_8x6`).
- Improved shop dialogue handling for luggage case upgrades
City Underport
- Fixed various AI patrols not starting correctly
- Fixed issue where Van Der Meer's golden crank would incorrectly transform into a normal crank when dropped out of inventory
- Fixed lighting issue near the first bridge sewer segment
- Fixed levers for canal bridges not correctly allowing them to be raised or lowered in older saves
- Fixed issue where canal bridge would not play sound correctly
City Underport Hive
- Fixed water clipping issue near the egg drop in room
- Fixed several geometry issues
- Fixed AI event issue during the finale event
- Fixed some incorrectly assigned sound portal links
Bug Fixes
- Fixed save/load issues that prevented proper state persistence and transitioning to other levels
- Fixed flare rounds for the flaregun duplicated after save/load
- Fixed issue where explosive barrels wouldn't properly damage breakable objects
- Fixed issue where some elevators wouldn't crush the player
- Fixed issue where some metal pipes would make the incorrect footstep sounds
- Fixed issue with valve wheel item description
- Crouch will now release you from climbable ropes and ladders
- AI Lure Behaviour has been improved to be more consistent and capture the target AI's attention more, allowing the player to more easily sneak by
- Improved consistency of AI Search Behaviour contact events
- Increased player exposure visibility at sprint/holstered speed
- Buffet cabinet doors can now be opened
- Vanity mirror desk drawers can now be opened
- Merchant now sees food items as junk and will no longer buy them
- Improved shader variant and process handling for GPU performance
- Improved CPU handling for sound propagation, entity components, physics handling, VFX systems, fire propagation, door colliders and global illumination renderers
- Improved optimization of Shadow Projectors
- Improved material pass handling
- Changed splatter particle for food items
AI: Rat
- Added initial critter behaviours like Scent Lure, Eat and Attack
- Added rat holes to allow rats to navigate around closed doors
- Added rat corpse item and pickup
- Improved various animations
- Improved rat hitboxes and collisions
Area: Coastal Fishery
- Changed Mr. Croup's initial safe dial values to prevent accidental input of easter egg code
Area: Coastal Caves
- Added a new shack and scaffolding to the main elevator chamber to allow alternative routes around huntsmen
- Tweaked huntsmen patrols to make them a bit more exploitable
Area: Coastal Cliffside
- Tweaked the cannon instructions to make it clearer where the required items are located
- Added additional AI jump spots and navigable areas
Area: City Market
- Added an elevator lever to the top of the elevator shaft before the Emerald Eye
- Fixed various geometry and clipping issues
Bug Fixes
- Fixed an issue where AI could spot suspicious targets like corpses in the dark from afar
- Fixed issue where AI to AI line-of-sight checks would not target the correct position
- Fixed issue where climbables would not allow the player to correctly jump off them
- Fixed exploit where weapon animations could be cancelled by opening the journal
- Fixed issue where framerate would notably drop when speaking to Oliver in the Market
- Fixed issue where the player could clip the crush trigger while riding the dumbwaiter in the Market
- Fixed handlantern light animation not playing correctly during draw/holster/raise/lower animations
- Fixed issue where Flare Gun would not stock correctly in the shop
- Fixed outdated save issue where shop item text would not load correctly
- Tweaked Huntsmen navigation base offset so they snap better to the ground
- Fixed issue where weather effects would not play outside the Slaughtered Goat Tavern
- Fixed some texture issues in the Slaughtered Goat Tavern
- Fixed issue where pixel gap filler shader wouldn't work correctly
General
- Improved the fidelity and texture work for the gloves and models of the following viewmodels: canesword, revolver, shotgun, flaregun, beartrap, flashbomb, handlantern, light gem ring, jackolantern, syringe, enemy carry models
- Added inspect animation to light gem ring
- The canesword can now be unsheathed and charged up with a single input hold
- Lightmaps are now formatted for high definition range (HDR) and handle color/shadowing in a more gradual and smoother way
- Improved shop restock and inventory handling
- Added a Reset to Defaults button in the settings menu
- Added Anisotropic Filtering in video settings
- Improved antialiasing for point-filtered cutout surfaces
- Added action log message for placing the inventory in an invalid position
- Added action log message for trying to add an item to a full inventory
- Tweaked sound propagation so outdoor sounds travel a bit further
Seasonal
- Added outdoor falling snow and ground snowfall
- Added weapon 'Snowball' which douses fire and blinds impacted enemies
- Added Santa Hats to Huntsmen and Batbarbers
- Added Krampus skin for the Goatman
- Added Reindeer costume for the Fishdogs
- Added tiny Santa Hat for Bubert the Rat
Area: Coast Fishery
- The locked watchtower is now accessible with a key
- The carriage basement garage is now accessible
Area: Coast Cliffside
- Added new kitchen and hammock area to the lighthouse
Area: City Market
- Added entrance to the future Underport district
- Added Lord Kar manor entrance hall
- Added some additional enemies to Lord Kar's manor
- Reworked some of the structures outside the front of the barbershop
- The chest reward for the hidden switch has been replaced with a new unique treasure
- Stocked the kitchens and various dining rooms with new food items
- Tweaked some of the ammunition and treasure balance
- Made the jewlery box in the pharmacy shop openable
- Improved some detailing and texture trims
- Fixed dumbwaiter not dealing crush damage
Area: Market Shop
- Added attic area
Area: ???
- The mirror beckons you...
Bug Fixes
- Wax cylinders should no longer appear in the shop on difficulties that don't require them
- Fixed issue where AI would sometimes not react to suspicious objects like allied corpses
- Fixed issue where AI could rotate past their IK limits
- Fixed issue where AI could not break doors correctly
- Fixed issue where rapidly interacting with the attached key on the Goatman's back would create a glitched duplicate
- Fixed various issues with AI pathfinding not taking the correct navmesh links
- Fixed market gunshop clerk room door not being properly locked
- Fixed Batbarbers not facing the correct direction after a lunge attack
- Fixed issue where repeatedly examining an item would gradually offset it in the examine window
- Fixed several issues with fire propagation and contact fire checking
- Fixed bullet trails not correctly pooling and restoring
- Fixed issue where projectiles would not correctly play their loop sounds after pooling
- Fixed physics issue where players would be killed while crouched while riding an elevator
- Fixed various geometry and occlusion issues
- Fixed various description typo issues
- Fixed an async error when switching monitors in settings
- Fixed an issue where empty save slots could be deleted
- Fixed issue where pause menu would override input while in load game menu
- Fixed null reference with model dynamic attachments
- Added the ability to 'Quick Use' food items by using right click (Alternate Fire)
- Added flashbombs to the merchant's shop inventory and changed restock logic
- Improved AI search handling when the AI has some visibility or cannot reach the target
- Tweaked AI senses/visibility to prevent some situations where their view angle was too large
- Tweaked AI senses/visibility to improve some situations where they should be able to see the target
- Improved particle effect for muzzleflashes
- Muzzleflashes are now factored correctly into player visibility
- Tweaked name and description for 'Undertaker' Flare Pistol
- Improved pooling for decals, ejected casings and projectiles
- Improved light visibility performance for blood splatter decals
- Improved light cell volumes for each area to improve memory handling
Area: City Market
- Tweaked soundscape propagation
- Tweaked some door angles to avoid wall clipping
- Added some additional pathing jump links
- Fixed various sound propagation issues
- Fixed various occlusion issues
- Fixed a few paintings that were hovering off the wall
Bug Fixes
- Fixed several issues that would cause save files to write incomplete data and fail to load or load incorrectly
- Fixed null reference when a SaveObject was decoupled from its linked GameObject during save/load write
- Fixed issue where incorrect prompts displayed in the Load Game Menu
- Fixed issue where sound clips would incorrectly repeat if sound asset was set to 'RandomOrder'
- Fixed some situations where saving while throwing a flashbomb would not save the fuse timer state
- Fixed issue where Armored Huntsmen wouldn't apply the armor defense modifier for ballistic damage
- Fixed issue where AI search would incorrectly handle the exit delay state
- Fixed issue where AI would not correctly do their gib sound when gibbing
- Fixed issue where AI reaction targets would still be valid even without an assigned instigator
- Fixed an issue where AI could still react and shout about suspicious actions to their disembodied body even after they were dead
- Fixed an issue where AI's task handling would freeze after a navmesh jump
- Fixed an issue where AI would walk in place if stalk target was no longer detectable
- Fixed issue where the draw/holstered state of the current weapon wouldn't save/load correctly
- Fixed issue where weapon reload would cycle indefinitely if interrupted
- Fixed issue where items could save/load into the incorrect inventory position
- Fixed issue where muzzleflashes light sequence was timed incorrectly
- Fixed issue where blood decals would cast shadow projections
- Fixed subtitles not correctly displaying gib voicelines
- Fixed initialization order issue with RoomPortal transforms
- Fixed issue with PixelHoleFiller shader not initializing correctly in the execution order
- Fixed issue where LightSource data would persist even when disabled
- Fixed out-of-range index argument when too many light visibility requests were made
- Jack-o-lantern item can now be correctly unpacked
- Improved light source priority handling to improve general performance
- Improved AI update priority handling
Area: City Market
- Added occlusion culling portals to many windows/archways to improve performance
- Added boundary clips along several outer buildings and walls to prevent out-of-bounds mantling
- Breaking Lord Marwyn's manor study window will no longer activate the gun shop alarm
- Tweaked some detail occlusion to prevent some window flickering
Area: Coast Cliffside
- Tweaked occlusion culling portals to improve performance
Bug Fixes
- Fixed an entity null reference when saving corpse attachment data
- Fixed issue where the revolver could not be continually fired by holding down the primary fire button
- Fixed issue where AI would target doors and objects with their throw attacks instead of meleeing them
- Fixed issue where player would not vocalize a 'hmm' when attempting to place an item into a full inventory
- Fixed issue where player would not vocalize a 'grunt' when attempting to place the inventory in an invalid position
- Fixed issue where projectiles would not play audio when rented back from object pool
- Fixed crowman beak skinning issue
- Fixed crowman being unable to move during the tease sequence in coast_cliffside
General
- Added All Hallows' Eve jackolantern turnips to all areas
- Added 'Subtitles' option for both Dialogue and General captions
- Added 'Seasonal Content' toggle to set whether seasonal content is shown
- Added color preview for highlight sliders
- Added several pathing ledges for AI to navigate by jumping to all areas
- AI now has a harder time chasing a player in combat if the player is in the darkest visibility
- Player can now parry thrown projectiles like axes, hatchets and daggers with firearms
- Increased the reaction priority of thrown bottles
- Added huntsmen sounds for moving and jumping on surfaces like tile/metal/leaves, ect.
- Added inventory resize console command
Weapon: Flashbomb
- First throwable weapon type
- Can hold to increase throw distance and cook fuse timer
- Will blind all creatures in the visible detonation area for 7 seconds
- Stacks up to 3 times in inventory
Weapon: Jackolantern
- Seasonal throwable item
- Will damage and ignite creatures and targets on a direct hit
- Stacks up to 3 times in inventory
AI: Woodsman
- Can now throw their axe at targets if they are attempting to escape or climb out of reach of them
Area: Coast Cliffside
- Added scripted event where woodsmen lift the drawbridge
Area: Coast Tavern
- Added flashbomb pickups
Area: City Market
- Added interior areas to several manors and structures
- Added structures to skybox around the market
- Added new AI spawns, pickups and treasure locations
- Added some barriers to the main street
- Tweaked some pickup quantities
- Improved various textures to fit the style a bit better
Bug Fixes
- Fixed several issues with AI sense detection and hearing queue sorting
- Fixed several issues with inventory equip and item state handling
- Fixed issue where woodsmen would still charge at targets even when there was no valid path
- Fixed issue where ladder climbing would continue past the length of the ladder
- Fixed issue where merchant would not correctly lipsync his quell voicelines
- Fixed several issues where AI animations would get stuck or incorrectly interrupted
- Improved rendering and accuracy of projector shadows
- Fixed several issues with fire propagation
- Fixed issue where weapon viewmodels would get duplicated
- Fixed memory allocation issues with some RenderTextures
- Fixed various null ref and save/load issues
- Improved clipping and AI navmesh in various areas
- Improved accuracy of Shadow Projector renderer
- Improved carry object collision detection
- Set 'list' command to be sorted alphabetically
- Added 'physics_plate_wood' to entity spawn list
Bug Fixes
- Fixed issues where inventory assigned shortcuts would be set incorrectly
- Fixed issue where swing doors would not detect physics objects and not be properly blocked
- Fixed issue where some elevators in older saves would not operate correctly
- Fixed issue where Market Gunshop elevator would move to the incorrect floor
- Fixed issue where the Caves elevator would kill the player if using the inventory or crouching while riding it
- Fixed issue where some metal sliding gates would not correctly allow the AI to path through when opened
- Fixed issue where Goatman IK acted incorrectly when attacking doors
- Fixed issue where electricity particles would not load correctly for the electric door in the Coastal Caves
- Fixed issue where swipe/melee trails would render incorrectly
- Fixed issue where torch Huntsmen would not correctly transfer torch burning state to corpse entity
- Fixed various issues where loading or transition levels would cause a black screen
- Fixed various null reference issues
- Slightly reduced direct mid/near horizontal angle vision cone to prevent some unfair detections
- Increased AI search task priority of audio disturbances to prevent AI ignoring bottle distractions
- Improved AI search task handling of disturbances that aren't reachable
- Improved handling of AI patrol task when returning to route from disturbances or combat
- Reduced carry throw force addition for bottles when moving forward
- Improved accuracy and performance of high detail Shadow Projectors
- Added physics_pillow_bed_1 through physics_pillow_bed_6 to entity package list for spawning
AI: Fishdog
- Slightly reduced dark vision range
Area: Coast Caves
- Slightly reduced fishdog presence on half moon and crescent
Area: Coast Cliffside
- Added various navmesh links to allow huntsmen to drop down from ledges
Area: City Market
- Adjusted balance of enemies and resources on all difficulties
- Improved visual clarity of front gate when opened to show its a transition zone
- Reworked the Queen's Road / Ashfall Bridge intersection to make the route more challenging
- Added fallback patrols and watch tasks for huntsmen and batbarbers after ambushing
- Added navmesh links for both huntsmen and batbarbers to allow better navigation in various areas
- Moved crate stack near barbershop to prevent players from getting stuck
Area: Market Shop
- Added navmesh surfaces for all agent types
Bug Fixes
- Fixed issue where quicksaving could occur when when disabled
- Fixed issue where Market side of the front gate would still be shut even if destroyed from the Coast side (ensure you backtrack to the Coast via the East End Canal tunnel once so the Coast map can verify the gate is destroyed)
- Fixed issue where wooden doors would not ignite from fire
- Fixed issue where fire sources like torches would not load correctly
- Fixed various culling and geometry issues
- Fixed issue that caused weapon inventory shortcuts to be deleted
- Fixed issue where pickpocketing keys could fail
- Fixed various material contact fx type issues
- Fixed issue with selling equipped weapons to the merchant
- Fixed various save state issues that caused loading to fail
Current Release
Build 23548171
Uploaded Jul 10, 2026
System Requirements
How to Install
Gloomwood.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.8 GB
23548171
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View AllDownload Gloomwood for PC with a direct link or via torrent. Get the full version of Gloomwood for free. Gloomwood is a Action released by Dillon Rogers.