
Explore the House, a parasite dimension that steals from other worlds, in a train that scuttles on mechanical legs.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really like this game and would love to recommend it, but the constant crashes make it borderline unplayable. You can only save in settlements, so if you were traveling between them when a crash came, all your progress would be lost. The game seems to always crash when entering combat, too. I wouldn't recommend playing the game until the crashes are fixed. If that happens, I'll happily change my review.
A House of Many Doors is a narrative-focused role-playing game developed and published by Pixel Trickery that places players inside one of the most imaginative settings found in the indie RPG genre. The adventure unfolds within the House, a sprawling extradimensional labyrinth that absorbs fragments of countless worlds and cultures, creating a place where reality feels fluid and unpredictable. Rather than presenting a familiar fantasy kingdom, the game embraces surrealism, introducing cities, civilizations, and creatures that challenge expectations at every turn. Traveling across this strange realm aboard a towering mechanical train gives the experience a distinctive identity from the very beginning, immediately establishing exploration and discovery as its central themes. The game's greatest achievement is its remarkable emphasis on storytelling. Featuring hundreds of thousands of words of dialogue and descriptive writing, nearly every encounter contributes to expanding the mythology of the House. The Steam description highlights an enormous collection of unique locations, and each one tells its own story through memorable quests, unusual inhabitants, and unexpected moral dilemmas. Instead of relying on traditional hero-versus-villain conflicts, the narrative explores themes of identity, isolation, ambition, and survival in a world governed by impossible rules. The quality of the writing remains consistently engaging, rewarding players who enjoy reading and immersing themselves in rich world-building. Exploration is equally rewarding because the House constantly introduces fresh ideas. More than ninety handcrafted destinations ensure that every journey feels different, whether players are negotiating with bizarre societies, uncovering forgotten histories, or venturing into dangerous territories filled with mysterious threats. The sense of curiosity rarely fades because the game avoids repetitive environments and instead prioritizes creative concepts over predictable level design. Every new region feels like an invitation to uncover another piece of an enormous puzzle, making travel itself one of the most satisfying aspects of the experience. Role-playing mechanics support the narrative without overshadowing it. Players recruit an unusual collection of companions, each possessing distinct personalities, abilities, and personal stories that enrich the overall journey. Building a capable crew involves more than improving combat efficiency, as conversations and relationships often become just as meaningful as battlefield performance. Turn-based combat is straightforward yet strategic enough to encourage thoughtful preparation, while resource management during long expeditions reinforces the constant feeling that every decision carries consequences. These interconnected systems create a satisfying balance between storytelling and gameplay. One of the game's defining characteristics is its willingness to embrace the bizarre. Procedurally generated poetry, eccentric romance options, and encounters with creatures that defy conventional fantasy design all contribute to an experience that feels delightfully unpredictable. These unconventional elements never seem included merely for novelty; instead, they reinforce the surreal atmosphere that defines the House. The game confidently embraces absurdity while maintaining emotional depth, allowing humorous moments to exist naturally alongside darker and more reflective storylines. Visually, A House of Many Doors favors distinctive artistic direction over technical realism. Detailed illustrations, imaginative creature designs, and atmospheric environments successfully communicate the strange beauty of the House despite relatively simple presentation. The soundtrack complements this visual style with haunting and melancholic compositions that strengthen the sense of loneliness and wonder during exploration. Together, the visuals and music create an immersive mood that supports the game's literary approach to storytelling. The Steam description also makes clear that the title draws inspiration from narrative-heavy classics and experimental fiction, and those influences are evident throughout the experience. However, the game ultimately establishes its own identity through originality rather than imitation. Mature themes, including textual references to violence and substance use, are handled through descriptive writing instead of graphic imagery, allowing the narrative to maintain its focus on atmosphere and character development. A House of Many Doors is not designed for players looking for nonstop action or immediate rewards. Its deliberate pacing, extensive reading, and emphasis on exploration demand patience and genuine interest in its world. Those willing to embrace its unconventional design will discover an RPG overflowing with creativity, memorable stories, and one of the most fascinating fictional settings available on Steam. It stands as an impressive example of independent game development, proving that exceptional writing and imaginative world-building can leave a stronger impression than cutting-edge visuals or large production budgets. Rating: 8/10
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| $4M | 9.6K | 83% | $18.99 | |
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I start the game, I'm instantly drown under mass of texts. I start reading but more keeps popping nonstop. I did not have the time to take a first step that suddenly everything is pitch black. Then I'm dead. What a ♥♥♥♥♥♥ game.
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