Allogloom is a macabre point and click adventure game. Developed by solo developer, Galactic Ghosty, and published by Iceberg Interactive, Allogloom was released on October 13th, 2026. Players play as Nora, a girl in the town of Gruesome Grove. In Gruesome Grove, they worship golden moths with the taste for flesh. The moths ferry the deceased into the “afterlife” and punish anyone who tries to leave the grove—both by eating them. One day, strange fleshy monsters invade the Grove, destroying the festivities and dragging off victims. Nora takes up the difficult task of saving everyone which will take her on a dangerous journey across worlds.
Allogloom is quite an enjoyable game and I had a lot of fun playing. The narrative told throughout was interesting and kept my attention all the way to the end of this roughly 3 hour game. Solving puzzles felt satisfying and they had a good balance of challenge. I did have moments where I wasn’t sure what to do next, but never felt frustrated by unclear instructions or objectives. The nouveau inspired visuals were beautiful and I enjoyed the grotesque, slightly body horror moments. It feels like the perfect game to play around the Halloween season. The point and click gameplay style does have its limits of course. If you need high action, deep and challenging puzzles, or particularly exciting gameplay, then Allogloom is probably not for you. However, if you want to go on a macabre adventure with a good narrative, then pick this one up for sure.
This review might contain minor spoilers. I will do my best to avoid spoiling anything major. All screengrabs are from early on in gameplay.
Gruesome Grove & the Golden Moths

The story begins the day of the Soul Passage. On this day, the townsfolk hold a ceremony where they offer their finest meat to the golden moths and receive blessings of flourishing finances for their businesses. The moths also ferry the departed into the “afterlife” by eating their flesh and carrying them to the Bone Forest. The moths are led through the town by a shepherd, the Moth Minder. Nora and her family are preparing for the ceremony when Hopper, their pet bird, steals the meat.

Nora is tasked by her grandma, Granny Dot, with helping prepare their offering. She must fix the ceremony stool and find the meat that Hopper stole. Nora’s father and older brother, Tommy, do their part in preparing for the festivities as well around the father’s plant store. Her mum is missing, but the townsfolk don’t help find her. Her mum was an outsider of sorts, asking the questions that no one else would.
Right away, the narrative grabbed my attention. The mystery of Gruesome Grove is intriguing and I too wanted some answers. What are these Golden Moths that have the taste for human flesh and where did they come from? Where did the mum go since leaving Gruesome Grove is basically a death sentence? Why do these people, especially Nora, live unquestioningly in these conditions? I wondered all of this as I prepared the ceremony stool and this was just the first chapter out of 8 total.

After the ceremony, most people continue the festivities but Nora and Tommy decided to go home instead. The story repeatedly forces Nora to abandon the rules she’s lived by so she can do what’s right. Her first major break comes at home, when she steps into her mum’s office—an off‑limits room she was never allowed to enter. In this office, she begins to learns some of the work her mum has been doing. Her mum was attempting to discover something about Gruesome Grove. This included doing stuff that was off-limits, including getting rid of the sap. The trees in Gruesome Grove produce a thick, sticky sap in huge quantities—so much that some people end up fully encased in it, preserved and frozen in place. Nobody does anything to save them because it would disrupt the balance of the Grove.
Suddenly, as she’s in the office, chaos erupts. She goes outside and sees Tommy being dragged away by a large, fleshy monster. She vows to save Tommy and her mum if she can and heads into town. The monsters are the first real sign of the grotesque, slightly body horror that Allogloom has. These fleshy monsters have destroyed the town and kidnapped most of its people. The chapters begin to get more complex starting in chapters 3 and 4 as Nora goes through the town. Solutions are not always obvious and there are many places that Nora can travel to. In typical point and click fashion, it is important to interact with anything and everything you can.

Now I won’t spoil the whole story of course, but I will say that the adventure Nora goes on will not always take place in Gruesome Grove. She will need to literally go to different worlds in order to save her town and family. The narrative gains momentum in chapter 4, even though it had already secured my attention earlier. The final chapter introduces several twists that feel overly abrupt, particularly the reveal tied to the golden moths. With stronger foreshadowing, that moment could have landed more convincingly, but it doesn’t significantly undermine the story. I still think that Allogloom certainly does not disappoint when it comes to narrative which is very important for point and click games.
There is no spoken dialogue in the game and though it would have been nice to have, I personally don’t mind. However, I strongly suggest turning off the speech scrolling option in the settings. Personally, I don’t really see the need for the speech scrolling and I felt that it made reading the narrative slightly faster and easier.
Again, I’d like to also mention the visuals. The art style is beautifully detailed, blending alluring gold with dark, macabre environments. The game is not as so grotesque where you might feel nauseous, but grotesque enough to make you feel a bit uneasy. The monsters are all different in appearance but equally as gross to look at. Chapter 6 contains some body horrifying beings that I really enjoyed and it was probably one of my favorite chapters. Like narrative, I believe point and click games should have good visuals due to its limited gameplay. Allogloom does not disappoint in this either and I’d like to applaud the solo developer, Galactic Ghosty, for their work.
A Plethora of Puzzles and Occasional Moments of Confusion
The last thing that I believe is important for point and click games are puzzles, both in the standard sense and in using items as you adventure. Nora has a bag (somewhere) that she can store items in for later usage. Items don’t carry between chapters, so you never have to worry about holding onto something too long while wondering what it’s used for. Starting in chapter 3, this becomes more complex and stays pretty consistent for the rest of the game.

Several items only reveal their full purpose when paired with others, and the hover‑over descriptions usually point you in the right direction. Still, I ran into a few moments where I felt genuinely stuck, typically because I overlooked an interactable spot despite the cursor signaling it. I’ll chalk this mostly up to human error rather than something wrong with the game, but I do think sometimes they blended too well in with the settings. This did not happen too often though so I never felt frustrated. Some players might wish for a hint option, but I personally don’t think the game needs one.
Puzzles in a more standard sense have a good balance of challenge. Some were a breeze to solve while others took a little bit of thinking. For example, one easy puzzle early on was opening a box by finding a missing tile and then turning the pieces to form the image. Another puzzle that I found more complicated was opening a different box with a four letter code. Usually, you can find puzzle solutions nearby, but this time I couldn’t locate it and must have missed it entirely. I needed to look up a guide to know what the correct answer was.

Besides that particular puzzle, I did not struggle with any of the other ones. Coming to the solutions of the more complex puzzles was satisfying. I think most players will be able to solve them with a little bit of deducing and without the using a guide which I believe makes for a good balance of challenge. The puzzles exist to support the narrative rather than completely halt the player. Once again, Allogloom does not disappoint.
I suppose one thing that does not exist here is a real replayability factor. There isn’t multiple endings or anything for a readily obvious reason to replay. Some of the achievements can be easy to miss so you may need to replay to get them all. Thankfully, there is a chapter select option so you can just jump right into the chapter you need. I earned most of them in one playthrough (they usually involve Nora meeting her demise in some way) but I’m not an achievement hunter as a gamer. Of course having replayability is not an absolute must have for every game. I believe Allogloom is great to experience in entirety in a single sitting and that’s good enough for me.

I Beleaf it is Time To Conclude
Overall, I really enjoyed Allogloom and can easily and happily recommend picking this one up. I loved the narrative and felt it delivered strong writing, even with the unexpected twists at the end. Nora stands out as a well‑written character, and despite everything she experiences and witnesses, she keeps her kindness and innocence. The visuals are stunning and its macabre is perfect for the Halloween season. The puzzles are well thought out, and even though I was stumped a few times during my adventure, I still felt satisfied.
Keep in mind of course that it is a point and click style game though. It might just be a one time experience you can complete in a few hours, but I promise it is an enjoyable one that leaves an impression. If you’re even slightly interested, I encourage you to give this one a try, and I hope you enjoy it as much as I did. The solo developer, Galactic Ghosty, did an excellent job, and I’m excited to see what they create next.
Thank you for reading and don’t get eaten by golden moths!
