
Doorways: Holy Mountains of Flesh is an Immersive Horror Adventure, featuring a Complex Story and Deep Atmosphere.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Have to use a bit of brain power in this one... 6 of 5 must play. 5 of 5 great story great game-play. 4 of 5 great story average game-play. 3 of 5 average story average game-play. 2 of 5 play only if it's your favourite genre. 1 of 5 play if you have nothing better to do. 0 of 5 play if you're a masochist. -1 of 5 avoid. Doorways: Holy Mountains of flesh score is 4 of 5.
game asssssssssssssssssssssssssssssssssssssssssssssssssss
A pretty good final to the saga I could tell. From the three games, this one is the best for me, because of better gameplay, less pointless chaises, better atmosphere and overall it felt more complete, I like it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Latin America**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
At this very moment I have six hours in the game, four of which were spent trying to figure out where to go next. Surely, this might be a design choice, I thought, or just a lack of an experienced leveldesigner. A bad one, but they did their best. Surely, the clunky mechanic and unresponsiveness is just an engine limitations. Surely, the lack of textures is an oversight, after all, it is so dark the QA probably never noticed. Surely, confusing puzzles with no real hints is just me being dumb. Surely, the fact I rely on letsplays to understand what the game wants me to do is my own fault. Surely, buggy movement, light, and sounds are just quality limitations for the team. But did your really steal all those stock images you used, and not even bothered to wipe the watermark out? At least pretend it was legal. I have no clue how the hell are you on steam with blatantly stolen images that still hold watermarks of known image services. I had checked: did you not have three dollars to buy those? Did you not have fifty to hire an artist online to get a unique peace of art? Was pirating [b]that[/b] necessary? You should be ashamed of yourselves!
Game is literally ♥♥♥♥. A lot of 2016 games will outshine this game in almost every single ways. Alot of slow-mo moments for no ♥♥♥♥♥♥ reasons, ♥♥♥♥ graphic, ♥♥♥♥ mechanic movement, ♥♥♥♥ puzzle, everything is literally ♥♥♥♥. Atmosphere is probably the least ♥♥♥♥ of it all. A ♥♥♥♥♥♥ score of 3 out of 10. Well done ♥♥♥♥♥♥♥ studio. You made a ♥♥♥♥ game.
I had absolutely no clue what I was doing the whole time. No clue what the story was, who I was playing as, or what I was going to do. I made it into a school, no clue why I was there. The devs leave little letters everywhere but they are so convoluted that they don't tell you much. Well written, but uninformative. Player Agency and leading lines are all over the place in this game. Close to non existent. It's as if the level designer is on an artist ego trip and believes the player should be able to find their way around without direction. They probably were told by play testers to give more direction and begrudgingly put in the most barely noticeable direction possibly. This game has the La Croix of leading lines. I regularly go into games blind. I like the experience of not knowing what to expect. but in this game i was genuinely wandering around aimlessly and not in a fun way. I walked around, got stuck, wandered some more until I was unstuck, then got stuck again. I played as much as I could until I couldn't figure out where to go anymore. I don't care to continue. Oh, also, everything is disproportionate! There was a bathroom stall door that was MASSIVE from floor to ceiling. For some reason a circuit breaker unlocked a door in one room and then placed a key in a pad lock in another room!? That's not how circuit breakers work. I assumed maybe this is some weird hell world where things don't make sense, but if that's the case, they should have leaned more into that. Or at least told me what I'm doing, where I am, and explain the world more. The game is just fundamentally flawed to the core of it's design.
💜
Классная бродилка а-ля Amnesia или Outlast.
Jest klimat i umie przestraszyć
Steam really needs a meh! I played probably 3/4 of the way through and then got stuck because of imprecise jumping/platforming; don't know if its my system or its the game or both. What I played I enjoyed and as a reasonably scary and interesting horror/puzzling game. Marginal thumbs up, but as with the second game fiddly handling does it no favors.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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