Deathbloom: Chapter 1
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Deathbloom: Chapter 1 is the first half of the Bachman Manor story, inspired by the classics of survival horror.
Classic Survival Horror
- Check and mark your map while exploring the vast Bachman Manor and surrounding estate.
- Look for items, keys, and solve cryptic riddles to advance through its dark halls.
- Arm yourself with anything you can find to stay alive, from modern weapons to medieval ones.
- Search for supplies, secrets areas, and letters to increase your chances of survival.
- Numb Bodies, Feral Dogs, Dollfaces, Starved, “The Bloody Woman”, and “Samual” are residents that will keep you running for your life and looking over your shoulder.
- Learn of your mysterious friend “Christina” while she helps you along the way.
- Discover “Deathbloom” and be pulled into a world between life and death.
The Manor
The Manor and surrounding properties sprawl into a maze of corridors, bedrooms, foyers, libraries, studies, galleries, gardens, and more.
Filled with puzzles, traps, and hidden passageways that keep the player exploring and solving the secrets of the Manor.
The Guests
You are not alone, the occupants and even manifestations of the Manor itself keep the player running, hiding, or fighting for their life.
Steam User 2
Disclaimer – I paid something like the price of a can of Coke for this game.
Deathbloom 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 Resident Evil — 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 Silent Hill 1 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.
Moving on to Part 2 !
Steam User 1
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
Steam User 0
Short but solid survivor horror. A bit on the easy side, but some good scares to be had.