Blackwood
Attrito M7 Productions · Fighting, Shooter, Action
Overview
By day, you run a DVD store in 2012 New York. By night, you’re a ruthless assassin. BLACKWOOD is a cinematic third-person shooter with grounded melee combat, brutal takedowns, responsive gunplay, and a double life to manage.
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Step into the world of BLACKWOOD, a gritty third-person action thriller that blends smooth, responsive combat with cinematic storytelling.
By day, you are a seemingly ordinary store owner, managing your small DVD shop in an authentic recreation of New York, 2012. When night falls, you descend into the city’s underworld as a contract killer, caught between survival, morality, and a past that refuses to stay buried.
One Epic Story Told In Three Parts.
Anton's story takes place over the course of three Acts. Each Act is a complete part of the overall story, with new missions added in between the major acts.
Current Act Roadmap:
Act 3: September 2027
When you purchase BLACKWOOD, you are purchasing the full game. All future acts will be provided as free updates to existing owners. If you buy BLACKWOOD at launch, you will not need to purchase Act 2 or Act 3 separately.
Act One Coming September 16, 2026.
FIGHT YOUR WAY THROUGH THE CITY
Gunplay is fast, stylish, and unforgiving. Keep the Action relentless with fluid movement options like dives, rolls, and slides. Every encounter feels cinematic yet responsive, giving you the freedom to create your own moments of chaos.
MASTER BRUTAL TAKEDOWNS
BLACKWOOD’s signature mechanic: countless contextual takedowns. From one-on-one hand-to-hand executions to using the environment around you, every fight is an opportunity to end your enemies with precision and style. Grounded, weighty, and satisfying to master.
A DOUBLE LIFE TO BALANCE
Your store is more than just a front. It's where you live, decorate, and roleplay a “normal” existence. Buy and sell DVDs, change outfits, interact with your apartment, and explore RPG elements that make your dual identity feel tangible. The contrast between day and night defines the world and the choices you make.
CINEMATIC STORYTELLING
BLACKWOOD introduces a cast of flawed, human characters navigating a violent city full of secrets. Every ad, tattoo, and poster tells a story. Every mission pulls you deeper into a web of conspiracies and consequences.
STORE MANAGEMENT
Take control of your DVD shop and decide how hands-on you want to be. Restock shelves, organize inventory, set prices, and jump in at the counter to keep profits high. Let it run on autopilot, and you will get by. Manage it smartly, and you can watch it turn into a powerful source of income
From the game's Steam store page.
THE GAMEQ VERDICT861 reviews analyzed
What players are actually saying
1. Summary
Blackwood is a third-person action game with a twist: by day you run a DVD rental store in 2012 New York, and by night you take contracts as a John Wick style gun-fu assassin. It launched as Act 1 of 3, with Acts 2 and 3 promised as free updates. Players split almost down the middle on it. The concept gets praise from both sides, and the gunplay and cinematic takedowns get steady praise, with several reviews saying some version of "scratches the John Wick itch." Many fans recommend it for its potential and a string of fast patches while saying outright that it is not polished.
Hand-to-hand combat, with its unreliable parries, useless dodges and a hated Act 1 boss fist fight, is the most repeated complaint about any one system. Reviews also cite a general lack of polish (dozens say it should have carried an Early Access label), a very short main story (four or so missions), a punishing driving mission, stutter and performance problems, and a save system that only saves when you sleep. The DVD store divides players: some love the cozy contrast, others call it slow busywork standing between them and the action.
2. What keeps coming up
What players praise
The double-life concept and the John Wick fantasyHigh
Praise for the premise turns up more often in thumbs-down reviews than in thumbs-up ones, usually right before a complaint about how it was executed ("great concept, terrible execution"). Running a DVD store by day and taking hits by night strikes players as fresh ("there is nothing like it in the market"), and a quarter of reviews reach for John Wick or Max Payne comparisons, some of them to call this the closest thing yet to a playable John Wick. Several players felt the trailers promised smoother action than what shipped.
Gunplay and cinematic takedownsHigh
When players say what works, it is usually the shooting and the finishers. The takedown animations, including environmental ones such as slamming a car door on an enemy, get specific praise, a few fans call the combat or the gunfights "the best part", and some positive reviews say the gunfights feel like being in an action movie. Others are less impressed. Some find the shooting floaty or arcade-like, with weak gun sounds, recoil that lacks weight and patchy hit registration, and a few say takedowns carry no cost or risk, so fights turn into "press F to win" on most difficulties. Some who liked the gunplay mention turning aim assist off and raising the difficulty.
Developers patching quickly and listeningMedium
A day-one patch and near-daily updates after it drew real goodwill. At least one reviewer switched from negative to positive after the melee update let them beat the Act 1 boss, and others credited fixes to scopes, mouse sensitivity, outfit switching in the basement and DX12 performance. The second week of reviews is warmer than launch week, and these fixes are one likely reason. Not everyone was persuaded: some updated reviews note enemies still shooting through walls, and a few players said patches made performance worse on their machines.
Weapon customization and gunsmithingMedium
The gunsmith bench, attachments, ammo types and loadout presets get praise from people who dig into them, and some call the modding the part where the passion shows most. A few complain that some attachments (suppressors, flash hiders) seem to make no difference, and that the Supporter Edition's burst-fire pistol is hard to control.
Atmosphere and small lived-in detailsMedium
The 2012 New York setting, the soundtrack and jukebox, the apartment you can poke around in (web browsing, email replies, cooking, a TV news recap of last night's hit) and the store cat come up as charming touches that sell the double life.
Where players are split
The DVD store simulationHigh
About a third of reviews bring up the store. Fans find it a surprisingly relaxing change of pace and like the clean-cash versus dirty-cash laundering idea. Some critics, especially players who came for the action, say a store day takes 20 to 40 real minutes of sweeping, dusting and recommending DVDs, against contracts that last five minutes, and that you must then sleep before the next job. Supporters and critics alike list its limits: the store never changes, chores have no markers, customers leave within seconds if you are slow to help, it is hard to rise past three stars, rent pressure is steep, and the co-worker does little. Several players were relieved to learn you can mostly skip it and head straight to the basement for contracts, while a couple of negative reviews call the store "the best part" of the game, if only because the rest is worse.
Price versus what Act 1 deliversMedium
At roughly $20 to $25, some positive reviewers call it fair or even cheap, especially since Acts 2 and 3 come free. Some negative reviewers say the same price is too much for a few hours of story in this state, and a few suggest $10 to $15 would be right.
Difficulty and fairnessMedium
Some players find the game too easy once takedowns click, since you can sprint in and chain finishers. Others die constantly to enemies who melt your health from any angle, with no health regeneration or armor. Some report that lowering the difficulty barely changes the scripted melee fights.
What frustrates players
Hand-to-hand combat and the Act 1 boss fightHigh
30% of reviews discuss the melee, and complaints far outnumber praise. It comes up much more often in reviews written past the two-hour mark, probably because that is when the forced fist fights start. The problems are specific: the parry window feels random or late, the dodge barely moves you and does not avoid hits, there is no lock-on so punches go to whoever is nearest, enemies get hyper-armor and hit you from outside their reach, and fights with more than two enemies turn into getting mobbed. The boss fist fights, above all the Silas fight near the end of Act 1, became the flashpoint: unblockable pipe and kick attacks with late warnings, no way to use the gun on your hip, and a full mission restart on death. It produced rage quits and refunds, and some players simply button-mashed through it. A melee patch in the first week helped, but second-week reviews still say melee needs work.
Feels like Early Access: pervasive jankHigh
34% of reviews call the game janky, clunky or unpolished, and dozens say it plays like an Early Access build. Players point to stiff movement and animation transitions, clipping, NPCs frozen in place, civilians holding invisible phones, and interaction prompts that only trigger from exact spots. Several quoted the store page's insistence that Act 1 is not Early Access, which made the rough state sting more. Fans generally agree about the jank; they rate the fun above it.
Very short main storyHigh
Players who got past the opening hours note that Act 1 has only about four main missions and can be finished in two to five hours. The remaining side contracts and arena or wave modes feel repetitive, and some missions are over in five minutes. With Act 2 slated for March 2027, some reviewers advise waiting and buying the complete game later.
Performance, stutter and crashesMedium
Stutters, shader-compilation hitches, frame drops in combat and random crashes come up often, a little more in reviews from the first two hours, and some of those reviews end in quick refunds. Some are annoyed that dated-looking visuals run this poorly. The DX12 build draws specific complaints (freezes, green flashes), and several recommend switching to DX11. Experiences vary: some report smooth performance, including on Steam Deck and Linux.
The driving missionMedium
The main-story car chase draws heavy complaints. Players describe the handling as "driving on soap," with oncoming cars swerving into you, instant failure from tapping a lamp post, cars launching into the air, and a restart from the beginning of the whole mission on every failure. A few refunded after repeated attempts, and one called it worse than Mafia's infamous race.
Enemy AI that shoots through walls and spawns behind youMedium
Players report enemies tracking them through walls and floors, firing during takedowns, landing near-aimbot SMG shots, and, in the survival wave mode, spawning directly behind them without footstep sounds. Other enemies stand still and do nothing, which makes firefights feel unfair and inconsistent at the same time.
Save system and lost progressMedium
The game saves only when Anton goes to bed, so a crash or failed mission can wipe out a whole in-game day of store work and contracts. Players who hit crashes describe replaying the same day over and over, and mission checkpoints are also called too sparse.
Voice acting, writing and character facesMedium
The lead voice performance is a sore point for some: players call it whispery, over-emotive or flat, and one noted his voice is mixed in loud mono while other characters are in stereo. Dialogue is called cringeworthy or robotic, and close-up faces and lip sync look dated, with several reviews comparing them to the PS3 era. A minority liked the story and found the acting charmingly cheesy.
Cover system and controlsMedium
The cover button often fails to register or leaves you stuck, pop-out aiming lands in the wrong spot, and there is no crouch. Controller players report that the D-pad and sticks do not work in menus, aim assist is far too strong even on minimal, running on L1 cannot be remapped, and the same button handles vault and dive. Mouse and keyboard players ask for separate aim and camera sensitivity sliders. Ultrawide players note missing aspect-ratio and FOV options.
Audio mixing and sound designLow
Players describe compressed or muffled audio, takedowns with missing sound, weak gun sounds, and store music that stays loud after you walk away.
Poor onboarding and tutorialsLow
Some new players could not tell how to save, how to take contracts (only the basement computer works), how to raise the store rating, or how to finish chores, and a few soft-locked early on (for example unable to feed the cat or enter the store).
AI-generated looking DVD covers and postersLow
A small group objects that DVD covers, posters and some in-game photos look AI-generated, which bothers them because store stock is so central to the day loop. Some said they would change their vote if those assets were replaced with hand-made art.
3. The player conversation
The tone on both sides is sympathetic. Some thumbs-down reviews say "I really wanted to like this" or "I see the vision," and many thumbs-up reviews admit "it's janky" before recommending it for its potential, its low price and its free future acts. Few people dispute the list of problems; they disagree over whether the concept, the takedowns and the pace of patches outweigh them. Some fans push back against the negative reviews, arguing that the store sim was heavily marketed and that an indie studio should not be judged as AAA.
What people complain about depends on how far they got. Players who quit inside two hours cite performance, stutter, clunky movement, cover problems, visuals and voice acting, plus the shock of how much store time comes before real action. Players past a few hours focus on the forced fist fights, the Act 1 boss, the driving mission, the save system and the thin content after the credits roll. The mood warmed in the second week as patches landed, but second-week reviews still raise jank and polish.
4. What the developers could do
- Rework hand-to-hand combat and the Act 1 boss fight. It is the most repeated complaint about any one system: players want reliable parry timing with earlier tells, a dodge that avoids damage, target lock-on, less hyper-armor, crowd control for group fights and a boss that difficulty settings actually affect.
- Add mid-day and mid-mission checkpoints. Tying saves to sleeping means crashes and failures wipe whole days, and a few players refunded after the driving mission kept restarting from scratch.
- Fix the driving model and the car chase failure rules. Players ask for handling with weight, no instant failure from minor bumps, and checkpoints within the chase.
- Keep chasing performance and stability, especially on DX12. Stutters, shader hitches and crashes prompted some early refunds, and players note the visuals do not justify the frame drops.
- Fix enemy AI shooting through walls and wave-mode spawns behind the player. Players call these unfair deaths, and ask for enemy footstep audio and a short pause between waves.
- Tighten the store loop and pacing. Players want shorter or skippable store days, clearer chore markers and inventory overviews, the option to run more than one contract a night without sleeping, and more store depth and upgrades.
- Add content between acts. With about four main missions, players ask for more contracts, more varied side missions and a sandbox or free-play mode to carry them to Act 2.
- Improve controls and settings. Players want working controller menu navigation, remappable run, weaker default aim assist, a crouch button, more reliable cover, separate aim and camera sensitivity, and ultrawide and FOV support.






