
Gloomwood
Immersive Sim · Survival Horror · Stealth · Resource Management · FPS
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Review
A first-person survival horror game set in a bunker during the First World War. A creature stalks the dark corridors, so you search for tools and weapons, manage your resources and try to keep the lights on. You solve problems in your own way while trying to find a way out alive. It is played alone. Is it your kind of game?
Game Avant verdict
A tense, systemic reinvention of the Amnesia formula that turns fuel management and noise into the real horror, let down only by a monster and a revolver that both lose some bite by the final stretch.
By GameAvant · Published Oct 4, 2026 · Updated Oct 9, 2026 · 13 min read
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IGDB
79%
83 ratings
Steam:
93%
10,377 reviews
Fits you if
you like slow, oppressive horror with resource management and room to improvise.
Skip it if
you want constant action or dislike being hunted with little means to fight back.
Availability
Steam
$24.99
Amnesia: The Bunker rebuilds the series' entire formula around one idea: a single light switch changes everything about how dangerous a room is. Developed and published by Frictional Games, the Swedish studio behind the original Amnesia, it released on 6 June 2023 for Windows, PlayStation 4, Xbox One and Xbox Series X|S, with a Nintendo Switch port arriving through Abylight Studios in 2025. It is the fourth game in the Amnesia series and a direct prequel to Amnesia: Rebirth, set on the Western Front in 1916, where you play a French soldier trapped in an underground bunker with an unseen, sound-hunting creature and a steadily draining fuel tank standing between you and the only thing keeping the lights on. The design departure here is deliberate and, by the series' own history, overdue. Previous Amnesia games tracked a sanity meter that punished players for looking at monsters or lingering in the dark too long, an abstract stat that worked but always sat a little apart from the moment-to-moment tension. The Bunker throws that system out entirely and replaces it with something mechanical and legible: a generator that needs fuel, a fuel gauge that only ever goes down, and a monster whose hunting behaviour changes directly based on whether the generator is running. Light does not just help you see. It actively changes how the creature behaves, which turns every decision about where to explore and when to run the generator into a real risk calculation instead of a meter you are managing in the abstract. Structurally, this is also the first Amnesia built around one continuous, semi-open bunker rather than a chain of scripted, one-way rooms. That single choice reshapes the whole game: you learn the bunker's layout the way you would learn a real space you were trapped in, discovering shortcuts, weak points, and danger zones through repeated exposure rather than being led through them once. It rewards the kind of spatial memory that older, more linear horror games never asked for, and it makes the back half of the game, once you actually know the bunker, feel meaningfully different from the disorienting first hour. The game's problems show up mostly in its final stretch, where both the monster's threat and the revolver you eventually acquire lose some of their bite, letting tension taper off exactly where a tighter game would have tightened further. That is a real flaw, but it does not undo what the first two-thirds accomplish: a tense, systemic reinvention of Amnesia that trusts fuel management and sound discipline to generate dread, rather than leaning on scripted jump scares the way the earlier games sometimes did. For anyone who found the original Amnesia atmospheric but mechanically thin, The Bunker is the version of this series built to fix exactly that.
You may love it because
Running the generator lights the bunker and calms the Beast, so managing fuel becomes a genuine strategic decision rather than a chore.
It may frustrate you because
Letting it run dry plunges the whole map into darkness at once, which can turn a short supply run into a full-blown crisis with no warning.
You may love it because
The revolver, flares and molotovs mean a cornered player is never completely without options, unlike earlier Amnesia games.
It may frustrate you because
Because the Beast can be driven off with noise and fire, it stops feeling like an unstoppable threat by the late game and starts feeling like an obstacle to route around.
You may love it because
Item placement and some room contents shuffle between playthroughs, so a second or third run through the bunker still holds surprises.
It may frustrate you because
The randomisation can occasionally put a key item in an inconvenient spot, turning a tense hunt into a longer-than-intended search.
13 min read
· By Game Avant
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