
A terrifying first-person escape, where every step could be your last. Find your way out of a dilapidated, crooked house by discovering the secret passageways of the house. While outrunning a sightless, twisted puppet from hell, which will hunt down every noise it hears!
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A terrifying first-person escape, where every step could be your last. Find your way out of a dilapidated, crooked house by discovering the secret passageways of the house. While outrunning a sightless, twisted puppet from hell, which will hunt down every noise it hears!
Uncover the secrets of the house: Each room holds clues hidden within drawers, cabinets, and even behind paintings. These clues reveal the paintings that conceal hidden passageways, leading you closer to escape.
Silence is your ally: Choose the wrong painting, and a deafening alarm will blare, attracting the puppet's attention. Every step you take, every drawer you open, could betray your location.
Move cautiously, as even walking or running can alert the puppet to your location. Hold your breath, stay still, and wait for the danger to pass before continuing your search. Every sound you make could be your last.
Beware of hidden dangers: Some drawers and cabinets contain noise traps. Trigger one, and you'll have to hide quickly! But these aren't the only traps in the house. Stay alert and avoid getting caught!
Can you outsmart the puppet and escape the house? Every step is a gamble, every decision a test of your courage. Will you survive?
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Languages: English
Engagement
Reviews
I dont exactly understand the gamedesign in terms of the puzzles... sometimes they work, sometimes they dont... the shape fits, but it just doesnt work on all of them and i cant seem to figure out why... and seeing the same AI Generated face in every third room you enter surely makes you roll your eyes... i think i hate those AI generated faces more than the enemy NPC, who I found to only be inconvenient rather than interesting... let alone scary. The low installation size leaves you unsuprised that your Graphics Card is running at high usage making your PC Fans run at full volume, I prefer longer installations over heavy consumption... but the game does not look ugly, as long as you can look past the ugly AI generated imagery. So, with an uninteresting enemy, with a very cliché reveal that it cannot see (there was blood writing on the wall... how creative), puzzles that leave you puzzled over where the fun is supposed to be, you got yourself a less than memorable indie game. On the upside, there have been no bugs at all and the goal becomes pretty clear, which means the developers have been very focused with the vision at hand... but with a scale so small and a vision so clear, you expect there to be more of the little (but impactful) coming from that small scale.
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Hours played at review time, across 30 reviews with recorded playtime.
el nombre del juego es lo mejor que hay, mucha aura para tremenda cagada, tiene imagenes con IA
ээ, шутер от первого лица? нужно не бегать и держать дыхание(таких механики нет)....сомнительно это просто ходить по коридорному не сложному лабиринту открывать ящики и проходить головоломки уровня квадрат-круг ... скучновато, но атмосфера немного есть и звуки, так что как простенький хоррор думаю имеет место...
Short horror game. It finished so fast. I hope it will release other episodes asap.
Bon petit jeu
Загалом... гра цікава ,але дуже коротка
Está bueno, pero falta el idioma español, 5/10
Nudne.
Canvas Corridor, developed and published by CardboardCore, is a compact indie horror experience that focuses on tension, stealth, and environmental puzzle solving within a confined and unsettling setting. Presented from a first-person perspective, the game places players inside a strange and deteriorating house where the primary goal is simple in concept but nerve-wracking in execution: escape the building while avoiding a terrifying creature that patrols its twisting corridors. Rather than relying heavily on action or combat, the game emphasizes atmosphere and careful movement, encouraging players to progress slowly while paying close attention to both the environment and the sounds they create. The premise places the player inside a warped residence that appears abandoned yet strangely alive with unsettling details. From the moment the game begins, the environment establishes a sense of discomfort. Hallways stretch into darkness, rooms appear slightly distorted, and the overall layout of the house feels intentionally confusing. Instead of guiding the player through a straightforward path, the structure of the building creates a maze-like experience where exploration becomes essential. Locked doors, hidden passages, and unusual architectural details require players to observe their surroundings carefully in order to progress. Exploration forms the backbone of the gameplay. Players must search through rooms and corridors to locate clues, puzzle components, and items that unlock new sections of the house. Some puzzles involve locating objects that are hidden throughout the building, while others require interpreting environmental hints or interacting with mechanisms that open concealed pathways. Because many solutions rely on careful observation, the game rewards players who thoroughly inspect each room and pay attention to subtle details. This design encourages a slower pace that allows the atmosphere to build gradually. A major source of tension comes from the presence of a disturbing puppet-like monster that stalks the building. Unlike many horror games where enemies rely on sight, the creature in Canvas Corridor hunts primarily through sound. This mechanic transforms even simple actions into potential risks. Running, interacting with objects too quickly, or accidentally knocking something over can produce noise that alerts the creature to the player’s location. Once the monster begins searching for the source of the sound, players must hide or carefully maneuver through the environment to avoid detection. The stealth system plays a crucial role in shaping how players approach exploration. Instead of charging through the environment, players must remain cautious and deliberate with their movements. Quietly navigating corridors, pausing to listen for approaching footsteps, and choosing safe hiding spots become essential survival strategies. When the creature is nearby, the tension rises significantly as players attempt to remain undetected while continuing to search for the items needed to escape. The layout of the house adds to this tension by creating an unpredictable sense of space. The environment often loops back on itself, with corridors connecting to rooms that appear familiar but contain subtle differences. Hidden passageways and secret doors occasionally reveal shortcuts or entirely new sections of the building. This layered structure makes the house feel more complex than it initially appears and reinforces the idea that players are trapped in a place designed to confuse and disorient them. Visually, Canvas Corridor adopts a deliberately moody style that prioritizes atmosphere over technical detail. The environment is filled with dim lighting, worn surfaces, and shadowy corners that conceal potential dangers. Flickering lights and dark hallways create a sense of claustrophobia that enhances the feeling of vulnerability. While the graphical fidelity is relatively modest compared to larger horror titles, the careful use of lighting and environmental design successfully builds a haunting and uneasy atmosphere. Sound design is particularly important in the game due to its sound-based enemy mechanics. Every movement, door interaction, and environmental noise becomes part of the gameplay. The quiet ambience of the house is occasionally interrupted by distant creaks, footsteps, or other unsettling sounds that hint at the monster’s presence. Because the creature reacts to noise, players must constantly consider how their actions might attract attention. This makes the audio landscape a key component of both gameplay and suspense. Despite its strong atmosphere, the game’s relatively small scope becomes apparent as players progress. The experience is fairly short, and the core gameplay mechanics remain largely consistent throughout the adventure. Once players become familiar with the monster’s behavior and the general structure of the puzzles, the sense of novelty may begin to fade. The puzzles themselves are generally straightforward and may not provide a major challenge for players who frequently play puzzle or horror games. However, the game succeeds in delivering a focused and tense experience within its limited runtime. Its emphasis on stealth, sound awareness, and environmental exploration creates moments of genuine suspense, particularly when players are forced to navigate narrow hallways while the creature searches nearby. The confined setting and minimalist design help maintain a constant sense of vulnerability that is essential for an effective horror experience. Ultimately, Canvas Corridor stands as a small but atmospheric indie horror title that prioritizes mood and tension over complexity. While it may not offer the length or mechanical depth of larger horror releases, it delivers a concentrated experience built around stealth, exploration, and psychological unease. For players who enjoy short horror adventures centered on atmospheric environments and careful gameplay, the game provides a memorable journey through a haunting and unpredictable house. Rating: 7/10
I don't know when this game was removed from Steam, so I'm leaving the comment, not for other players, but in case the developer looks through them in search of some constructive criticism. Firstly, the game looks good for the most part, and has a distinctly rundown manor house vibe that I like. The pattern matching puzzle of lining up the right emblem shape with the right portrait fragment is interesting at first, but with only three emblem shapes and four portraits, it's so easy that you never feel any anxiety about whether you got it right, and it gets really repetitive after just a few rooms. Speaking of emblem and portrait fragments: they're just too easy to find, so the act of looking for them feels less like a challenge, and more like pointless busywork. The synopsis talks about discovering the house's secrets, but up to level 7, I still hadn't seen any hint of a story--no letters, journals, maps, or meaningful cutscenes--we don't know who our character is, why they're there, or what their goal is, so we don't feel invested in the outcome. The standard horror-trope of the flashlight that burns through batteries at lightning speed doesn't add to the player's anxiety in this game since 1) the creature is blind, so it doesn't really matter if you use it or not, and 2) the manor is so well-lit that you don't really need it (at one point I had 30 spare batteries just sitting in inventory, and I 'd only been playing for around 20 minutes). The game doesn't have much in the way of atmosphere: the color scheme is warm and pleasant, with soft yellow lighting; there's no music (ominous or otherwise) to play on your emotions, and there's no real attempt at spooky sound design (no creaking floorboards, ghostly whispers, phantom wind, etc). The hell-puppet is a decent enough design for a horror game (even if not unique or surprising); we're shown him very early on, but for the next half a dozen areas or so, we can clearly see he's nowhere around us, so we don't feel that he is a threatening presence. It would have been better if we moved through more open environments, where we could hear him moving nearby but couldn't see him, so that we would be constantly worrying about where he was, uncertain which direction to turn in, lest we might inadvertently run into him. Overall, I think this would work as a demo, or proof of concept (even a single level in a larger game), but it doesn't work as a full game on its own--there isn't enough challenge, variety, or meaningful mechanics. The developer could have something here, if they put more work into the level design to improve flow, reduce repetition, and increase atmosphere. It could use some thematic coherence (as it stands, none of the elements feel related to each other--there's nothing that connects the portraits and their puzzles with the wandering puppet or the monkey doll), and this also relates to the lack of story--even a basic backstory would allow you to choose horror elements that resonate with each other and don't feel so random and meaningless. The flashlight mechanic would be more meaningful if you actually needed it. Maybe include a darkened section with glass strewn on the floor: without the flashlight, you can't see the glass which, when you step on it, alerts the monster--but you can't keep the flashlight on the whole time, or you risk the batteries running out before you reach the end of the section. Anyway--I think the developer could do bigger and better things in the future, and wish them well.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.