Gloom

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Description

Gloom is a side-scrolling roguelike game where you play as a nameless dreamer navigating a mysterious and eldritch dream world. Your goal is to uncover the secrets of the Common Dream by battling through hordes of insane dreamers and eldritch beings, while also delving into the occult history of the dream realm. The game features a mix of action, exploration, and discovery as you fight your way through various areas like the Lightless Forest and Quagmire, ultimately seeking deliverance within the lost pages of the Necronomicon and the enigmatic Abyss.

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Gloom Reviews & Reception

metacritic.com (58/100): A really good lovecraftian-roguelike game.

joeplaysgames.wordpress.com : However, players who can take a death or two will find an addictive fast-paced brawler with pangs of Dark Souls.

metacritic.com (58/100): A really good lovecraftian-roguelike game.

Gloom: Review

Introduction

In the shadowed corridors of video game history, few titles embody the marriage of Lovecraftian dread and punishing, atmospheric gameplay as profoundly as Gloom. Released in April 2017 by Finnish solo developer Aleksi Sirviö under the Hunchback Studio banner, this side-scrolling roguelike has carved a niche as a cult favorite for its relentless difficulty, monochromatic artistry, and a narrative woven through item descriptions rather than explicit exposition. As a professional game historian, I assert that Gloom is not merely a challenging action title but a somber meditation on guilt, madness, and the cosmic horrors lurking within the subconscious. Its legacy lies in its unflinching commitment to tone and its ability to transform procedural repetition into existential dread—a testament to the power of indie vision in a saturated market. This review deconstructs Gloom through its development, narrative, mechanics, aesthetics, and cultural impact to affirm its place as a cornerstone of modern Lovecraftian gaming.

Development History & Context

Hunchback Studio, effectively a one-man operation helmed by Aleksi Sirviö with music composed by Valtteri Hanhijoki, emerged from the vibrant Finnish indie scene of the mid-2010s. Sirvió’s vision was clear: to distill H.P. Lovecraft’s cosmic horror into a visceral, punishing roguelike, leveraging the era’s resurgence of “Souls-like” mechanics and procedural generation. Technologically constrained by its minimalist 2D pixel art and modest budget, Gloom eschewed complex graphics for atmospheric depth, focusing on silhouette-based visuals and dynamic sound design. Released on Steam in April 2017, it arrived amid a gaming landscape saturated with challenging titles like Dark Souls and Dead Cells, yet distinguished itself through its unrelenting bleakness and philosophical weight. The lack of a publisher granted Sirviő creative autonomy, allowing him to prioritize thematic cohesion over market trends—a decision that resonated with players seeking uncompromising experiences. Despite sparse marketing, Gloom gained traction through word-of-mouth, championed by critics for its ambition and later expanded with free content updates that deepened its lore and refined its balance.

Narrative & Thematic Deep Dive

Gloom’s narrative is a masterclass in environmental storytelling, delivered through fragmented lore in item descriptions and cryptic NPC dialogue. Players awaken as an amnesiac “Dreamer” trapped in the Common Dream, a liminal realm where the boundaries between reality and nightmare dissolve. The plot revolves around two quests: locating the lost pages of the Necronomicon and venturing into the Abyss to uncover truths about the Dreamer’s past. This journey is framed by a tragic backstory, revealed incrementally: King Domnhall, cursed by the eldritch Yellow Monarch, led his kingdom into the Common Dream to escape a divine plague, only to witness its collapse into madness. Characters like the Unholy Prophet and the Maestro serve as reflections of this decay, their boss battles embodying themes of hubris and despair. The narrative’s emotional core lies in ambiguity—Is the Dreamer a victim, a sinner, or a reincarnation of Domnhall himself? Item descriptions, such as those for the Disturbing Photo or Ivory Tusk, dissect guilt, genocide, and the cyclical nature of suffering. Three endings underscore the game’s thematic weight: the Normal ending (futile awakening), the Cosmic ending (sacrificing innocence for forbidden knowledge), and the Royal ending (redemption through confronting one’s demons). This layered storytelling elevates Gloom beyond its roguelike trappings, transforming it into a existential allegory.

Gameplay Mechanics & Systems

At its core, Gloom is a punishing action-roguelike where precision and resource management are paramount. Players navigate procedurally generated levels, wielding one melee and one ranged weapon in a “choice of two” system that encourages experimentation. Combat is governed by a stamina meter, depleting with attacks, rolls, and jumps, demanding calculated strikes over reckless aggression. Enemies—from skull-headed hellhounds to eldritch Tidal Ones—exhibit telegraphed but relentless patterns, requiring mastery of dodging and parrying. RPG elements include five stats (Vigor, Endurance, Strength, Finesse, Luck), improved through items like Hound Meat or Domnhall’s Crown, fostering meaningful progression despite permadeath. The UI is deliberately stark, with health bars hidden unless upgraded, heightening tension. Innovative systems include the Necronomicon archive, which logs discovered lore, and boss tokens enabling alternate paths to endings. Flaws emerge in enemy AI (e.g., pistol-wielding foes teleporting into melee) and occasional stamina drain frustrations, but these are overshadowed by the satisfaction of overcoming challenges. The roguelike structure ensures runs feel unique, though item descriptions’ opacity can frustrate newcomers—a deliberate choice that mirrors Lovecraftian unknowability.

World-Building, Art & Sound

Gloom’s world is a triumph of constrained artistry. The Common Dream unfolds in monochrome, with environments rendered in shades of grey punctuated by white attack flashes and alien blood. Each area—from the Lightless Forest’s oppressive gloom to the Quagmire’s decaying swamps—is a character itself, its palette and architecture reflecting its lore (e.g., the Field of Blades’ ethereal swords). Boss designs are grotesque yet elegant: the Yellow Monarch resembles a moth-like abomination, while Wake embodies a dapper gentleman’s decay. Sound design, composed by Valtteri Hanhijoki, is equally evocative, with melancholic piano melodies like Cosmophobia underscoring boss battles. Audio cues—distant screams, weapon clangs, and dripping water—immerse players in the dream’s unease. The art direction’s deliberate monochrome evokes classic horror films like Nosferatu, while pixel art’s simplicity amplifies the dread of the unknown. Together, these elements forge an oppressive yet beautiful world, where every screen whispers of forgotten sins and cosmic insignificance.

Reception & Legacy

Upon release, Gloom polarized audiences. Critics lauded its atmosphere and ambition (Joe Plays Games called it “a game with binoculars pointed squarely at Dark Souls“), while others criticized its unforgiving difficulty (Metacritic’s user score averaged 5.8/10). Over time, its reputation evolved; players embraced its “Lovecraft Lite” approach, finding catharsis in overcoming its trials. The Steam community, particularly guides like SharingPants’ lore compendium, fostered a dedicated following that dissected its hidden narratives. Culturally, Gloom influenced titles like GRIME and The Chant: The Gloom Below, which adopted its monochrome aesthetics and existential themes. Its legacy lies in proving that accessibility isn’t necessary for artistry—Gloom thrives on its rejection of hand-holding, demanding engagement with its world on its own terms. As a historical artifact, it stands alongside Limbo and INSIDE as a benchmark for atmospheric indie horror.

Conclusion

Gloom is more than a game; it is an interactive nightmare, a bleak pilgrimage through the recesses of the human psyche. Sirviő’s masterful fusion of Lovecraftian lore, punishing mechanics, and stark artistry creates an experience that resonates long after the final boss falls. While its difficulty may alienate some, Gloom rewards perseverance with profound thematic depth and catharsis. Its true ending—the Royal path, where the Dreamer embraces redemption—serves as a poignant counterpoint to nihilism, affirming that even in cosmic horror, hope persists. In the pantheon of video games, Gloom occupies a unique space: a challenging, uncompromising work that elevates roguelike conventions into high art. For historians, it is a vital document of indie innovation and a testament to the enduring power of Lovecraft’s vision. To play Gloom is to confront the abyss—and, perhaps, emerge wiser.

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