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The Bagman

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The Bagman screenshot 1
The Bagman Trailer 1 trailerWatch trailer on Steam ↗

The Bagman

Bad Tasty · Published by Glowstick Entertainment · Official site ↗

Content notice: features pixel/retro blood and gore throughout the game.

Last updated 10 Oct 2026

The bagman is an authentic retro 16-bit horror point and click/survival horror that layers in stealth, commandable NPCS, and gratuitous slasher gore! Time and events continually tick forward, and any of your friends can die. Many paths to follow, multiple endings. Will you survive?

Free to PlayComing SoonDJCTQ 14Full Controller Support

Free

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Adventure, Indie · More free games

Navigate the eerie corridors of The Bagman, a point-and-click survival horror game by Bad Tasty. With time always moving forward and your allies at risk, make every move count in this authentic 16-bit adventure.

About this game

The story that you are about to witness is one of horror, slaughter, and terror.

For Eloise, it was supposed to be a normal babysitting job; free pizza, a sleeping baby, and a few friends sneaking in to keep her company through the night.

However, what transpired that evening will shock and horrify you, for the child wasn’t the only thing asleep, and something much older refuses to rest.

  • Retro graphics, from retro hardware

The game is being developed not only for modern platforms but also for the retro console the Sega Genesis / Mega Drive. The games art style, colour palettes, and overall design embrace the hardwares constraints, adding to an authentic, beautifully crafted 16‑bit pixel‑art aesthetic that we love. 

  • Commandable characters

Eloise doesn't have to be the final girl, and you are not alone. You are joined by two of your best friends. They are there to assist, but they're counting on your instructions to help them survive. Once they're dead, they're dead.

  • Time moves on

Events play out whether you are there or not - plenty to see, miss and catch through on subsequent playthroughs.

  • Multiple Endings

Choices matter and have knock-on effects. Multiple endings come down to the choices that you make, the paths you walk down and the friends who get torn apart. 

  • Hide and seek

Many horrors await, and they won't wait passively. They will hunt you room to room, and have their own behaviours and cravings. But they can also be tricked and coerced depending on your survival and stealth skills. 

  • Stealth + Point and click

The game combines fast, stealth‑based mechanics with our love of point‑and‑click adventures. Alongside running, hiding, and surviving the horrors that await you, you will solve puzzles and uncover plots... everything you would expect from a quality point‑and‑click experience.

  • Lots of death animations

We are sparing no expense when it comes to the multitude of ways you, your friends, and other unlucky strangers can meet their end.

Please note - this game is still in early development and is subject to change.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Additional Notes: Will update when further along. Should run on a potatoe as it runs on a Sega Megadrive

Recommended

Recommended:
  • Additional Notes: Will update when further along. Should run on a potatoe as it runs on a Sega Megadrive

Supported Languages

English*, Japanese, French, Italian, German, Korean, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Russian
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update Notes - Demo 0.28

    -----------------------------------------Version: v.0.28-----------------------------------------The continued feedback has been excellent, thank you everyone. I am now focusing back on the full game for a while, but any fixes that affect the entire game, or benefit the demo, will still be applied to the demo.I want to focus on building the full game rather than only polishing the demo. Over time, the demo should continue to improve alongside development.Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:1 + LSHIFT starts after the home part, and just before the church2 + LSHIFT starts after the church, where the chasing and main demo section beginOn with the fixes:- Close Up / Inspection Views - When clicking an empty space, and then exiting the close-up view the player character MAY moonwalk across the map. This is now unfortunately fixed. - Fixed a pixel rounding issue where standing in certain areas caused camera or objects to jitter, such as doors. This should now be resolved.- Added camera smoothing to reduce abrupt snapping when entering areas like supply cupboards.- If the mouse cursor was out of bounds on the left edge of the screen, clicking would not issue a walk command which was frustrating when trying to move left along a larger room. This now works correctly.- Added a new quick-use upward-forward animation for Eloise. This is now used for actions like light switches, making interactions faster.- Keycard item can now be used while the enemy is in the room. This is now left up to the player rather than being restricted.-----------------------------------------Known Issues (Please feel free to report more, not all feedback is listed here):-----------------------------------------Please remember, if it makes it easier to test, on the main menu, pressing on the keyboard:1 + LSHIFT starts after the home part, and just before the church2 + LSHIFT starts after the church, where the chasing and main demo section begin- N...
    Read full article on Community Announcements (NateBork)
  • Patch NotesOfficial

    Demo Patch Notes - 0.27

    -----------------------------------------Version: v.0.27-----------------------------------------Firstly, thank you all very much for the feedback, and kind words or constructive criticism. It's all valuable and has really helped map out an action plan for things to work on, to make not just the demo better but the fuller game. The feedback has been really welcome on Discord and the Steam discussion groups.Now with the fixes:- Implemented "proper" pathing into the game. This has completely replaced the previous way the cursor and auto-walk input worked. This still needs some refinement that will come over time, but already mouse input feels much better, and we are in a nice place to build upon. I've tested it a lot and everything seems to behave the same in regard to using it and AI behaviour. I was a little worried I would need to rejig behaviour, but so far all looks good, or at least works as well as before, just with no getting stuck on things. This was a big risky change, so please let me know if you can somehow clip outside the walls or whatever. I know Greg currently can at the end of the game, but that's a different error.- Fixed an issue where, when picking a non-pathable point, a "safe point" was not being returned. Now you can click a wall and it will path to the closest safe point within reason.- There was an issue that I didn't realise was as bad as it was, but when being grabbed out of a hideable spot, supply closet etc, your character could under some circumstances become soft locked. This is now fixed.- Major annoying bug where if you looked at or did something with an inventory item, and then a cinematic took over, the inventory would want to reopen at a convo ending. This caused characters to remain frozen while cameras panned, etc (AKA THE SLIDEY BUG). This is now finally fixed.- Fixed an issue where you disturb Greg, and if you then activate an inventory item, he will try to escort you downstairs, but instead of normally opening the door, the act...
    Read full article on Community Announcements (NateBork)
  • Patch NotesOfficial

    Demo - 0.25 Update

    Thank you for checking out the demo so far. The feedback has been very very useful. One thing is clear, I need to focus on the mouse input, it's currently janky with the characters getting stuck on things. Here are the patch notes for the demo, and some thoughts.-----------------------------------------Version: v.0.25------------------------------------------ Strange edge case where you could bring up inventory during the telephone section if you were on mouse input. This caused a number of issues by locking character, and preventing the ending. Should no longer happen. - The boxes in the puppet work room had an interaction on it, when it shouldn't have. Removed it. - Interaction point put on the door at 2D so it doesn't confuse players why they can't interact with it.- Text fixes from current feedback. I will do a text/grammer pass sometime soon through all the dialogue.- Implemented Mouse for In-game Cog menu/visual map. Prior this was only controllable via keyboard/controller up,down,left,right etc. Also added art to indicate up and down for when you can view the floors, and they are interactable with mouse.- Implemented mouse for in-game options. Prior this was only controllable via keyboard/controller up,down,left,right etc. -----------------------------------------Next (Most likely)------------------------------------------ Add proper pathing to characters to help with mouse control jankyness. Focused too much on controller and the jankyness with mouse OR when using cursor to do things is causing frustration.- Mouse Snaps to top left, if out of bounds. This needs tidying up as it's part of the janky/frustration problem.- Clicking invalid space with cursor should select a "usable space" close by. This is a bug, as it should do this, but doesn't seem to work reliably. I think this, and the pathing should remove a lot of the frustration with mouse input. -----------------------------------------Known Issues (Please feel free to report more, not all feedback is li...
    Read full article on Community Announcements (NateBork)
  • AnnouncementsOfficial

    DEMO RELEASED

    Hello horror and retro pals, The demo for The Bagman has just been released on Steam! I'm hard at work on the rest of the game. Most of the high-level planning is done, and I'm now moving through implementing the remaining flow. The first few months since getting a publisher have been focused on building tools and functionality to support the rest of the game, and to make creating content more “drop in and go.” I’m now at a point where I’m very happy with the state of things. It’s time to put my head down again and focus on building out the rest of the game. With the demo (Act 0), I’ve tried to capture the different elements of the systems without overwhelming the player. I’d really love to hear your feedback and thoughts on Discord or in the Steam discussions. I may bring some complexity back in regarding NPC actions in the demo, but I’m waiting on feedback before making any further changes to the demo. It's a dangerous pull to turn work time into continually polishing a demo, rather than working on the main game! The demo will continue to receive updates and fixes as development progresses. I also have a larger SFX pass planned, which I’m hoping to complete in April. Thank you all for your support, and for signing up to read these updates, even if they don’t come as frequently as I’d like. If you ever want to chat about horror, gaming, or anything else, I’m always available on Discord. PLEASE NOTE: Due to the size of the demo, saving isn't implemented yet, HOWEVER if you wish to skip certain parts, then on the MAIN MENU PRESS 1+LSHIFT = Starts After the home section, and just before the church. 2+LSHIFT = Starts after the church section, where the chasing and the main demo part kick-off. Enjoy, Nate
    Read full article on Community Announcements (NateBork)

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