I somehow beat the last room in
Gloomwood on my first try while on the highest difficulty, on 1HP and being barely able to see shit. Pure instinct led me to survival when the elevator came down ringing and the Crowmen came running. One of the most ass-clamping gaming experiences I ever had.
From what I hear the lack of guard voices is just because it's WIP, but it has made it difficult for me to ascertain whether the AI is actually capable of reacting to seeing me opening doors or swiping shit right in front of their face, or that they just got aggro'd because of something else. I like the fact that charging up a sword strike for a backstab takes a while and makes you move like a snail, meaning that unlike Thief it's very risky to knock guards out because they will just move faster than you can move while readying a sword strike (you can move at about equal speed if you walk while charging instead of crouching while charging, but this makes you more visible to guards), and forces you to plan around stops in their patrol, or manipulate them into stopping and slowing down by making some noise with thrown objects as you sneak up on them from another direction. Hence my disappointment that stabbing unaware guards from the front deals as much damage as stabbing them in the back, and that running up to guards with your sword charged will make the guards hear your approach and stop moving, but not turn around fast enough to catch you trying to stab them in the back.
The melee combat has been made lenient enough in a way where it's effortless to survive any 1v1 once you figure out the rhythm of stab twice -> block -> stab twice -> block -> repeat until enemy is dead, or stab once -> block -> etc. with the Crowmen. It's not particularly engaging.
I do think that some of the later portions of the level are a bit too dark and lacking in light sources to properly orient yourself with. (Quite frankly, I'm not sure how I survived the final dark-ass maze with all the Crowmen; I think I was saved by the AI being unable to detect you in the dark by bumping into you even if you're 100% covered in darkness.) I like the risk/reward system of having to use the lantern to actually see shit around you at the expense of making yourself more visible, and I didn't want to ruin this by turning the gamma/brightness all the way up and remove the need for any lightsource to begin with (so I would put out my lantern whenever I saw a natural lightsource ahead in order to avoid accidentally alerting enemies). However, when you're surrounded by enemies, using your lantern becomes suicidal, so to make figuring out a path through the room reasonable instead of being a matter of trial and error, ideally some more lightsources to allow you to make informed decisions would be nice. Perhaps the actual problem with the last room is the lack of a vantage point, since you enter it from the very bottom and can hardly make up the enemy patrols on the higher floors (unless I missed out on an alternate route).
On the highest difficulty ammo and health was scarce enough that I couldn't just rambo my way through, and the level design utilizes several chokepoints where you often need to pass through a point tightly surrounded by guards where making some noise or making yourself visible is an inevitability (such as entering the Cistern where you have to noisily break open some wooden barricades to get in, that are well within hearing range of the nearby guards), forcing you to rethink your approach and figure out how you can manipulate the AI to create an opening to squeeze through or stabbity them one-by-one, instead of boorishly placing a nearby ventilation duct that lets you easily sneak past everything with no effort.
Also, no savescumming! Only the easiest difficulty allows you to savescum, which is what savescummers deserve to play on (I have read in this thread that savescumming will be present on all difficulties for the final release, but please let me have this moment). I do take some issue with infinitely reusable savepoints, as they tend to promote lots of backtracking towards them if you don't want to lose out on any progress. If the save points were one-time use only, or if it worked like with the ink ribbons in Resident Evil, then players would have a reason not to constantly backtrack for every little thing.
Gloomwood certainly does nail the late 90's bilinear texturing look of Thief, though the gameplay is a bit barebones at the moment. There aren't a lot of ways to manipulate the AI or the environment beyond your standard stealth staples, but the level design seems promising. I'll probably buy this the moment it comes to Early Access.