Compare Deathbloom: Chapter 1 prices across 50+ stores and find the best deal. Developed by Vincent Lade. Published by Vincent Lade. Released on 5/16/2019. Available on PC. Genres: Action, Adventure, Casual, Indie.

A solo-dev haunted manor that wears its Silent Hill and Resident Evil reverence honestly, with cryptic puzzles and a roster of enemies that will make you reconsider dark corridors.

I have a soft spot for the kind of game that one person builds from scratch and quietly drops on Steam, hoping the right audience finds it. Deathbloom: Chapter 1 is exactly that kind of project, and knowing it is Vincent Lade's first game makes the ambition on display both more impressive and more forgivable when the seams show. The setting does a lot of heavy lifting. Bachman Manor is a first-person survival horror labyrinth spanning corridors, foyers, libraries, galleries, gardens, and more, and the map system asks you to check and annotate your progress as you go, which immediately grounds you in the old-school loop of cautious exploration. Finding items, locating keys, and deciphering cryptic riddles to push deeper into the estate carries an authentic tension that the genre's classics made famous. Scattered letters fill in the manor's history in fragments, and a mysterious ally named Christina surfaces to offer guidance at moments that feel genuinely atmospheric rather than mechanical. The enemy roster is where Deathbloom earns some genuine unease. Numb Bodies, Feral Dogs, Dollfaces, the Starved, and the more mythic presences the game simply calls "The Bloody Woman" and "Samual" give each wing of the manor its own dread personality. The weapons range from modern firearms to medieval tools, and the improvised, scavenge-what-you-can philosophy keeps resource pressure real. Player-reported completion data suggests most runs land somewhere in the two-to-four hour range, which is exactly the right length for a chapter-one hook. The game knows it is a setup, and it paces itself accordingly. Where things wobble is in the rough edges you might expect from a solo debut. Some players have noted framerate inconsistencies in specific rooms, and the puzzle logic occasionally tips from "cryptic" into "opaque," the kind of stumble that can break immersion mid-atmosphere. The sound design, though, earns consistent praise from the community, and the gothic aesthetic holds together well enough that the shortcomings read as craft limits rather than carelessness. With over a hundred Steam reviews sitting at a very positive rating, the reception suggests that the audience it was made for found it. If you measure indie horror by polish and production value alone, Deathbloom: Chapter 1 will frustrate you. If you measure it by sincerity, by whether a solo creator managed to build a convincing haunted manor with real enemy variety, a working map system, and enough narrative thread to pull you toward Chapter 2, then this is worth the session. It is a small, handmade thing that respects your familiarity with the genre while still finding its own shadows to hide in. Kai, Scout Team

Deathbloom: Chapter 1
ActionAdventureCasualIndie

Deathbloom: Chapter 1

May 16, 2019Vincent Lade
GamerScout Says

A solo-dev haunted manor that wears its Silent Hill and Resident Evil reverence honestly, with cryptic puzzles and a roster of enemies that will make you reconsider dark corridors.

PC
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Screenshots & Media

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About Deathbloom: Chapter 1

I have a soft spot for the kind of game that one person builds from scratch and quietly drops on Steam, hoping the right audience finds it. Deathbloom: Chapter 1 is exactly that kind of project, and knowing it is Vincent Lade's first game makes the ambition on display both more impressive and more forgivable when the seams show. The setting does a lot of heavy lifting. Bachman Manor is a first-person survival horror labyrinth spanning corridors, foyers, libraries, galleries, gardens, and more, and the map system asks you to check and annotate your progress as you go, which immediately grounds you in the old-school loop of cautious exploration. Finding items, locating keys, and deciphering cryptic riddles to push deeper into the estate carries an authentic tension that the genre's classics made famous. Scattered letters fill in the manor's history in fragments, and a mysterious ally named Christina surfaces to offer guidance at moments that feel genuinely atmospheric rather than mechanical. The enemy roster is where Deathbloom earns some genuine unease. Numb Bodies, Feral Dogs, Dollfaces, the Starved, and the more mythic presences the game simply calls "The Bloody Woman" and "Samual" give each wing of the manor its own dread personality. The weapons range from modern firearms to medieval tools, and the improvised, scavenge-what-you-can philosophy keeps resource pressure real. Player-reported completion data suggests most runs land somewhere in the two-to-four hour range, which is exactly the right length for a chapter-one hook. The game knows it is a setup, and it paces itself accordingly. Where things wobble is in the rough edges you might expect from a solo debut. Some players have noted framerate inconsistencies in specific rooms, and the puzzle logic occasionally tips from "cryptic" into "opaque," the kind of stumble that can break immersion mid-atmosphere. The sound design, though, earns consistent praise from the community, and the gothic aesthetic holds together well enough that the shortcomings read as craft limits rather than carelessness. With over a hundred Steam reviews sitting at a very positive rating, the reception suggests that the audience it was made for found it. If you measure indie horror by polish and production value alone, Deathbloom: Chapter 1 will frustrate you. If you measure it by sincerity, by whether a solo creator managed to build a convincing haunted manor with real enemy variety, a working map system, and enough narrative thread to pull you toward Chapter 2, then this is worth the session. It is a small, handmade thing that respects your familiarity with the genre while still finding its own shadows to hide in. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Solo DeveloperOld-School HorrorMansion ExplorationResource ScavengingMap AnnotationBoss EncountersGothic AtmosphereChapter-Based Narrative

System Requirements

Minimum

OS
Windows 7, 8, 10 (64 bit)
Memory
4 GB RAM
DirectX
Version 10
Storage
9 GB available space
Graphics
DirectX 10 graphics card with 1024Mb Video RAM
Processor
Intel Core 2 Quad, Intel Core 2 Duo e8500

Recommended

OS
Windows 10 (64 bit)
Memory
8 GB RAM
DirectX
Version 12
Storage
9 GB available space
Graphics
GeForce GTX 1050 Ti
Processor
Intel Core i7-7700 2.80 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Vincent Lade
Publisher
Vincent Lade
Release Date
May 16, 2019

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Price History

2026-06-050.90(lowest)

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Frequently asked questions about Deathbloom: Chapter 1

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What platforms is Deathbloom: Chapter 1 available on?

Deathbloom: Chapter 1 is available on PC.

When was Deathbloom: Chapter 1 released?

Deathbloom: Chapter 1 was released on 16 May 2019.

Who developed Deathbloom: Chapter 1?

Deathbloom: Chapter 1 was developed by Vincent Lade.