Compare Deathbloom: Chapter 2 prices across 50+ stores and find the best deal. Developed by Vincent Lade. Published by Vincent Lade. Released on 3/3/2020. Available on PC. Genres: Action, Adventure, Casual, Indie.

A solo-dev survival horror sequel that trades the first game's open manor for tighter, more combat-forward corridors - worth your hour and a half if Christina's candles already haunt you.

I have a soft spot for one-person horror projects that wear their inspirations openly, and Deathbloom: Chapter 2 does exactly that. Vincent Lade built both chapters alone, and that handcrafted quality bleeds through every dusty corridor of Bachman Manor. Where Chapter 1 leaned on interconnected, RE1-style exploration, this follow-up pivots toward something more linear - closer in feel to Layers of Fear, but with a genuine arsenal tucked into its walls. Ten weapons are scattered across the Abandoned Wing, the Lower House, and the bunker complex called Salvation, and finding each one carries that quiet thrill of survival horror resource discovery done right. The tone shifts early and deliberately. You wake into a hallucination and spend your first minutes sprinting away from a pursuer, which sets the tempo: this chapter loads you with ammunition and sends you forward. Combat is present but rudimentary - gunshots do not register visually until enemies reach their death animation, and a final encounter pitting you against a chainsaw-wielding boss alongside endlessly spawning skeletons in near-darkness left some players genuinely frustrated. The checkpoint spacing is punishing when things go wrong, and the complete absence of control remapping or any meaningful options menu is a real friction point that no patch has addressed. Those are not small complaints. And yet the atmosphere holds. The Deathbloom mist mechanic, pulling you into a hallucinatory state between life and death when you linger too long, is the kind of small systemic idea that a bigger studio might have overstated and a solo dev executes with quiet confidence. Christina and her candles remain one of horror gaming's more understated companion devices - she is never explained, always present, always unsettling in the best way. The environmental storytelling through scattered letters rewards curious players who slow down despite the game constantly nudging them to run. Runtime honesty: this is one to one-and-a-half hours of content. That is not a failing if you frame it correctly. Chapter 2 exists to close a story, and it does close it, with two distinct endings tied to your choices. Players who bounced off Chapter 1 will find nothing here to change their minds. Players who finished it will almost certainly want the resolution. The technical roughness - flickering textures, occasional frame drops, that crackling audio glitch - is real and worth knowing about before you sit down. Steam's community holds an 88 percent positive rating across its reviews, which feels fair: this is a flawed but earnest piece of solo-dev horror that knows what it is and lands its ending. Kai, Scout Team

Deathbloom: Chapter 2
ActionAdventureCasualIndie

Deathbloom: Chapter 2

Mar 3, 2020Vincent Lade
GamerScout Says

A solo-dev survival horror sequel that trades the first game's open manor for tighter, more combat-forward corridors - worth your hour and a half if Christina's candles already haunt you.

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About Deathbloom: Chapter 2

I have a soft spot for one-person horror projects that wear their inspirations openly, and Deathbloom: Chapter 2 does exactly that. Vincent Lade built both chapters alone, and that handcrafted quality bleeds through every dusty corridor of Bachman Manor. Where Chapter 1 leaned on interconnected, RE1-style exploration, this follow-up pivots toward something more linear - closer in feel to Layers of Fear, but with a genuine arsenal tucked into its walls. Ten weapons are scattered across the Abandoned Wing, the Lower House, and the bunker complex called Salvation, and finding each one carries that quiet thrill of survival horror resource discovery done right. The tone shifts early and deliberately. You wake into a hallucination and spend your first minutes sprinting away from a pursuer, which sets the tempo: this chapter loads you with ammunition and sends you forward. Combat is present but rudimentary - gunshots do not register visually until enemies reach their death animation, and a final encounter pitting you against a chainsaw-wielding boss alongside endlessly spawning skeletons in near-darkness left some players genuinely frustrated. The checkpoint spacing is punishing when things go wrong, and the complete absence of control remapping or any meaningful options menu is a real friction point that no patch has addressed. Those are not small complaints. And yet the atmosphere holds. The Deathbloom mist mechanic, pulling you into a hallucinatory state between life and death when you linger too long, is the kind of small systemic idea that a bigger studio might have overstated and a solo dev executes with quiet confidence. Christina and her candles remain one of horror gaming's more understated companion devices - she is never explained, always present, always unsettling in the best way. The environmental storytelling through scattered letters rewards curious players who slow down despite the game constantly nudging them to run. Runtime honesty: this is one to one-and-a-half hours of content. That is not a failing if you frame it correctly. Chapter 2 exists to close a story, and it does close it, with two distinct endings tied to your choices. Players who bounced off Chapter 1 will find nothing here to change their minds. Players who finished it will almost certainly want the resolution. The technical roughness - flickering textures, occasional frame drops, that crackling audio glitch - is real and worth knowing about before you sit down. Steam's community holds an 88 percent positive rating across its reviews, which feels fair: this is a flawed but earnest piece of solo-dev horror that knows what it is and lands its ending. Kai, Scout Team

Tags

singleplayerachievementstier:indieSolo DeveloperBranching EndingsCheckpoint-BasedHallucination MechanicWeapon ScavengingLinear HorrorNo Options Menu

System Requirements

Minimum

OS
Windows 7, 8, 10 (64 bit)
Memory
4 GB RAM
DirectX
Version 10
Storage
7 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
7 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
Mar 3, 2020

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