
Gates Of Nowhere is a Fantasy/Horror adventure for Vive & Oculus.You play as Lother, a Seeker, who is looking for the lost knowledge of the Alchemists. You'll be projected in a huge fantasy dungeon filled with dangerous creatures. You must find the way out revealing at the end the mystery behind your journey.
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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**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Obviously has a couple of faults like the blurriness and inventory system but once you get past that this is a gem of a game and deserves more love. A game in VR that I can't wait to get home from work to play, that's unusual for me. See video for full review. https://youtu.be/HewVXu_sCIo Chapter 2 gameplay: https://youtu.be/GkA3zC2HXCA
9/10 Firstly, this game is beautiful. I don't mean just beautiful like your wife, I mean beautiful like the neighbour's wife. The artwork is stunning, but the resolution is fixed quite low, which doesn't really matter when you get into it. Secondly, this game is HARD. I mean hard like your neighbour. You'll find yourself screaming at the computer a number of times. It feels like the devs really ploughed on the difficulty curve in order to offer longevity, and that's fine, it worked. It took me 9 hours to complete what could have been a 2 hour experience if it hadn't been for the battles. The combat is awesome. It almost makes me feel ready to don collander and spade and go take on the man next door. DEVS: one thing to bear in mind: the best bits are the exploration and traps. More environments, less combat next time please. Overall: awesome game - a VR pleasure-fest. Wish me luck!
I loved the visuals and ambience but the controls made it unplayable. To awekward and weird choices like using trigger buttons to grab stuff and the grab button to let things go and having to use a button to rotate instead of oh the analog sticks and I could go on and on. Plus you can't play this sitting down as objects will be on the ground and not grabbable unless you physically reach down so if your sitting you are blocked mostly. whoever the devs are need to reboot the interface and notify everyone when they do otherwise its wasted potential.
Wow, I am sure I played this ages ago and it was a beautiful but clunky mess. But golly gosh, it has improved. All the reviews here praise the graphics, and it's true, this is a gorgeous game. (except the lens flares, which would only really happen if your eyeballs were a camera lens system!) A lot of detail in the environments and the enemies are beautifully detailed. Some of the puzzles in the game aren't very intuitive to me. If you're going to play, remember that to pick up or pull certain in game items you may need to use two hands! Unlike some of the newer VR combat games, this one has enemies which aren't as physically responsive. But if you're like me and you like to rollplay the heft of a a weapon and keep your distance from enemies, then the game can be very fun. It still needs some polish, I noticed some spelling/grammatical errors in the text of the game which shouldn't be there 2 years after release. I was happy to see many possible spells to craft, with interesting sounding effects. Looking forward to playing more. Framerate was good as long as i didn't supersample Played on a Rift S. i7 5960x 64gb DDR4 GTX 1080ti NVME storage
Very clunky, engine is not optimized, and locomotion makes no sense. For late 2019, this game lags far behind more recent games. Hard pass.
*Update - No signs of updates in the last 9 months... Decent game for 2016... But outdated now... I purchased for the beauty, but it lacks finesse. I would understand if it was early access, but it isn't. Debating if I should request a refund... 20 minutes in and I don't really want to play any further. I'll probably hang on to it hoping it will improve, since it was on sale. Recommendations: Haptic Feedback on interactions\collision with walls, enemies and items... Proper orientation from controllers to hands, weapons, shields, other items... (My in-game hands are not in the orientation of my hands on the controller, The sword is twisted weird and it feels like I'm gripping the shield's arm strap instead of the handle. In game menu system needs improvement, maybe quick item options. I have to press 6 buttons or more to re-equip sword and shield. Improve Story line, I'm not quire sure what was going on, not enough substance for me to care... Fighting was bland, I felt like i was fighting a gumba with a 2x4. (VR combat is tough to dev, I hope to see improvements!) I had high hopes, but at this point I can't recommend it.
In the hopes the developers will see this, I want to point out a few things about Gates of Nowhere that I really think should be addressed. I've played many VR games, and this is by far one of the best looking titles I've seen among any of them. The visuals are incredible, and the enemies are really cool looking. I like the combat, as it feels satisfying to engage them and end up chopping a head or two off. That is about where it ends, as Gates of Nowhere needs to address a few flaws to help make it a better experience for player like me. First, it needs to add an option for smooth turning. Games like The Wizards and Asgards Wrath have options for it and even let you define the speed at which you turn. This will help in how you move about the game and engage enemies. Secondly, please add an option to crouch using the controller, instead of having to actually crouch in real life yourself. This will help for those who don't have much play space to make use of. Instead of just restricting the whole game to a Room Scale experience, why not Standing as well? Or even Seated? Many other games provide that option, and it allows for more potential customers to purchase the game. Third, for the love of all that is holy, please do something about that "blur effect" that keeps happening over and over. When I bring up the inventory screen and try to select a gem for restoring weapons and health or whatever, there is a massive glare and blur effect that is literally blinding me. I've heard many others complaining about it as well. That is about it for what I've played so far. I may update this post if I encounter any more issues. But what I really hope to see is that the developers DON'T ABANDON THIS GAME LIKE SO MANY DEVELOPERS HAVE DONE WITH OTHER GAMES. Gates of Nowhere has great potential, and I want to see it more polished and easier to use. Thanks for making it!
Awful low-budget indie VR game with some of the worst controls and movement I have ever encountered. There are also constant frame rate drops down into the 40s even on the lowest graphic setting with an RTX 2080 and an i9 processor. In addition, there are flickering/shimmering wall textures, no in-game hands when holding weapons, extremely limited interactivity, a highly awkward to use wheel-based inventory, enemies get way too close in combat, and a terrible teleportation system where you must click once and there is a delay and then click again to move. The entire game also looks exactly the same everywhere you go. I cannot recommend this game at all. There are much better VR games out there.
Action game with awful gameplay and great visuals. Weapons that replace part of your arm, hitboxes that are way bigger than character models and janky enemy attack animations make melee combat unbearable. Ranged is a bit better, it's just mediocre.
This is an underrated game! Yes, it is not perfect but if you find out about how to handle the controls. It becomes pretty enjoyable! I like the style, look, atmosphere, the looting, the ideas of the riddles, as well of the stunning graphics! I really recommend this game! Give it a try!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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