
GULLET is a difficult cosmic-horror exploration game in which you rappel down into and explore a colossal mouth post-rapture. In it you will manage resources and control how quickly you descend by how tightly you squeeze your left hand brake in real life and in the game.
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About

A short, difficult, replayable single player experience that should take a few hours.
Experimental gameplay, where the player has granular control over the strength of their jumps and the tightness of their grip on their laser tether to influence their descent speed.
Your flashlight, laser tether and D.O.T.S. flare gun all use the same power source. Use your energy carefully.
(Almost) No HUD. All interactions and information are in-world
Horror fueled by building tension and a slow descent into the darkness and danger of a mouth-shaped structure that may be alive and was somehow involved with the end of the world.
5th gen console inspired graphics (late 90's, early 00's) enhanced with some modern technologies.
Original soundtrack inspired by the horror game GOATs.


A mysterious phenomenon causes most people to vanish and the oceans to rise. Furious maws, towering over even the tallest of man-made constructs, surge from the ocean. After years alone as the last human left, your rations are depleted and your time is short. In your final moments, descend into one of the colossal gullets to satisfy the last morbid curiosity mankind will ever have.


Use your sci-fi rappelling equipment to reach the bottom of the Gullet. Your laser tether is your main piece of equipment. Use either a combination of held keys or an analog trigger to control how tightly you grip the handle and how quickly you descend. Use your flashlight and D.O.T.S. flare to light up your surroundings and carefully plan your descent. Using your equipment will deplete your battery, including the very tether from which you hang. Using the battery charger to pass ions over the lithium ion strip in your battery and stay on top of your charge level will be the key to survival.

Genres
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 32 reviews with recorded playtime.
Reviews
The game is surprisingly, purposefully, unnerving. The platforming mechanics, the limited resources, and obviously the hell world you're in all add to that sensation. It is hard to see (by design, I know, I know), but that doesn't make it less frustrating if you get stuck or turned around. It's rough, and maybe I'm recommending this game more as a concept, but I am recommending it.
An entrancing, atmospheric experience where your only companions are a set of climbing tools. You'll have to master them if you want to see what lies below... I found this game very tense and mysterious. I felt compelled to go forward. A shorter game and one that doesn't overstay its welcome. It has a unique control scheme and it keeps finding ways to have you use it in new ways.
Great sound design, inventive mechanics, all around a very interesting and fun game! The rappelling and the minigame were really unique game mechanics! Very much looking forward to what you are going to make next.
Haven't finished yet, but so far - I'm having fun with this game. The atmosphere is delightfully ethereal and eerie, the climbing mechanics are fun yet challenging, and the puzzles (while a bit confusing at some times) are pretty intuitive. The hints/tooltips/tutorial can be a bit hard to understand but I think learning how to play organically/yourself is the better way to do it anyhow. Thumbsup
I feel so small. Scary and difficult stuff! Excellent experience.
Very fun game well made. there was a couple moments were i had to pause the game because i got scared/goosebumps. also it is very fun to explore around and TRY to get the achievements. i got mad trying to find out the secret achievement.
As much as I enjoyed the bits that I played, I just cannot finish this. Up until a certain point, the ICBH, the game has really fun gameplay and puzzles, [spoiler]especially the parts where you need to swing and catch another tether[/spoiler], but there are too many frustrating issues that just ripped me out of it. The main one that made me quit was the section after [spoiler]the ICBH gets swallowed.[/spoiler] That mixed with the broken, stuttering movement walking on the ICBH, invisible walls blocking progression, and random times the game would suddenly forget I'm holding the handbrake, I just got too frustrated to bother continuing. Even though it frustrated me to the point I won't continue playing, I do really love the concept and gameplay, and I look forward to seeing what else the developer cooks up.
A fairly short horror game with multiple endings. The atmosphere is great and the Gullet itself is a fairly unique location, though there are a few issues with sign-posting here and there where I got stuck on what to do next. Thankfully the developer is constantly updating their game and has already made changes to several segments. Now to hunt down the second ending!
Challenging. Satisfying. Refreshingly unique.
Fun game to learn and run around in with cool atmosphere. I recognized the brush used for the title asset from Krita (Texture Spines brush) Feels very good mastering the controls. I could explore the rest of the teeth [spoiler]and even got to the bottom teeth, although a little disappointed there wasn't anything to find off the intended path[/spoiler]. Player character's girlfriend looks like malon from ocarina of time My feedback/nitpicks for the developer: [spoiler] 1. After viewing the shadow cutscene that happens when looking at the entrance to the ICBM, the actors are not culled and are visible behind the fan chute. Happened to both me and my friend, it was uniquely unnerving at first when I was trying to figure out what I was looking at/if I was in danger, but after that it let me get too good of a close look at the monster. 2. The player can simply walk to the end of the ICBM-inside section by walking past the chute. Player can trigger the monster head-smash cutscene without the elevator and approach the tether upgrade from behind until hitting an invisible wall where the shadow people should be but don't render; generally awkward sequence breaking that could confuse someone who does it unintentionally 3. In the default ending hug area, the player can just run away and get lost, eventually falling off the world. (Found trying to trigger the secret ending) 4. A lot of the slippery flesh section leading up to the ICBM looks/feels a little too much like "video game platforming geometry", especially with the ability to use the flare to light up large areas. Don't think it really fits with the rappelling gameplay either (felt like super monkey ball lol) Incredible job, especially for a first game. Very cool experience and I want to see what else you'll do in the future! [/spoiler]
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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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