
You wake up in a lecture room. The hallway loops endlessly, and there is no exit.
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): 0.14/day in the week to Aug 25 → 0.14/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 2,400 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
Game Description
“You wake up in a lecture room, the hallway repeats endlessly, and there is no exit.”
Explore a mysterious Korean university trapped in a time loop.
Investigate strange phenomena, uncover hidden clues, and reveal the secret behind the endless corridors.
Every decision and every step may bring you closer — or further — from the truth.
Synopsis
You awaken amid an inexplicable phenomenon.
The lecture room looks familiar, yet something feels eerily off.
Endless halls, distorted time —
Can you find the true exit from this place?
Features
• Atmospheric first-person exploration horror
• Discover and document “anomalies” to progress
• Hand-crafted 3D models inspired by Joseon-era ghost stories
• Inspired by The Exit 8, reimagined with Korean horror sensibilities
• A short but intense experience with multiple endings
Genres
Engagement
Reviews
pretty quick and not super interesting exit 8 type game. not doing anything to really mix up the formula or anything
fun and cheap, def worth it on sale
game anomaly ini bagus tapi... 1. kursornya kemana2, setelah di game terus ke setting pasti kursornya muncul terus jadi gabisa gerak, sangat membuang2 waktu :( 2. aku ga ngerti sama puzzle piano, emang developer ga kepikiran sama org yang gabisa main piano? ini bener2 makan waktu banyak bgt buat aku selesaiin puzzle ini :( 3. kena copyright walau begitu aku tetep mainin sampe dpt true ending :( https://youtube.com/live/3XZuimRFlc4
Media

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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, Japanese, Simplified Chinese, Korean
Hours played at review time, across 37 reviews with recorded playtime.
韩式恐怖找异常!阿西吧的钢琴阻止找全异常!双结局全流程实况解说请看https://www.bilibili.com/video/BV1nBmSB4Ekg
For a 1 dollar game, I was very impressed. It is fun and slightly spooky, with good anomalies and a great Korean theme. 7/10
별로 무섭진 않은데 적당히 깜놀 살짝 있고 웃긴 이상현상도 있네욤 가격대비 무난하게 할만 합니당 굿
Great game, it seems that the achievement associated with getting all anomalies is bugged because I've been stuck at 29/30 for an almost an hour.
새로운 것은 없지만, 군더더기 없이 깔끔한 인디 게임입니다. (가성비 굿굿) 다음 작품들은 조금 더 도전적인 아이디어의 게임으로 기대하겠습니다. 감사합니다.
대학교를 배경으로 한 8번 출구류 게임. 이변이 졸렬한게 없이 확실히 알만한 이변으로 구성되어 있어서 좋았고, 배경에 리얼리티가 있어서 더욱 투입감이 좋았습니다. 다만 단점은 엔딩 부분에 쏠려있어요. 진엔딩을 보기위해 노멀 엔딩을 반복해서 볼 정도로 재 플레이를 해야하는데, 노멀 엔딩이 반복된다고 해서 달라지는 부분이 없고 진엔딩 보기 직전에 갑자기 흔히 말하는 '오마케룸'을 먼저 보여주고 진엔딩을 보여줍니다만, 진엔딩도 긴 시간을 플레이한 유저에 대해서 납득갈만한 내용은 아니며, 오마케룸은 엔딩을 본 이후에 배치해야 했었다고 생각합니다.
Honrang, developed by 티민이 and Utane and published by Working Doves, is a tightly focused psychological horror experience that builds its identity around repetition, subtle environmental shifts, and the unsettling feeling of being trapped in a space that refuses to behave normally. Rather than relying on traditional horror mechanics like combat or chase sequences, it leans into observation and perception, asking players to question what they see and trust their instincts as they navigate an increasingly distorted environment. The premise is intentionally simple: you awaken in what appears to be a normal university setting, only to realize that the corridor outside loops endlessly. Each pass through this space introduces the possibility of change—sometimes obvious, sometimes nearly imperceptible. The game’s central mechanic revolves around recognizing these anomalies and reacting accordingly, turning exploration into a test of attention and memory. This approach strips gameplay down to its essentials, replacing action with awareness and transforming even the smallest environmental detail into something potentially significant. What makes this structure effective is how it manipulates familiarity. The setting itself is grounded and believable, which makes the gradual distortions more impactful. Objects may shift position, lighting may subtly change, or entirely new elements may appear where none existed before. The repetition of the environment reinforces a sense of routine, which the game then disrupts in carefully controlled ways. This creates a constant tension, as players are never entirely sure whether they have missed something or if the environment has genuinely changed. The pacing is deliberately restrained, allowing unease to build slowly rather than relying on sudden shocks. Sound design plays a crucial role in this, with ambient noise and silence used to heighten the sense of isolation. There is a quiet, lingering discomfort that permeates the experience, drawing more from psychological horror traditions than from overt scares. This approach gives the game a distinctive tone, one that feels introspective and unsettling rather than aggressive. Visually, Honrang maintains a clean and grounded aesthetic. The environments are detailed enough to feel real, but not so complex that they distract from the core mechanic of observation. This balance ensures that anomalies stand out when they occur, even if they are subtle. The design prioritizes clarity, making it easier for players to focus on identifying changes while still maintaining an immersive atmosphere. The game’s structure is relatively short, offering a concise experience that can be completed in a single sitting. Multiple endings provide some incentive to replay, encouraging players to experiment with different choices and interpretations. However, the limited runtime also means that the core concept does not evolve significantly beyond its initial framework. While this brevity prevents the game from becoming repetitive in a traditional sense, it also leaves little room for deeper mechanical expansion. There are moments where the reliance on observation can feel restrictive, particularly once players become accustomed to the types of changes the game introduces. As familiarity increases, the sense of uncertainty can diminish, reducing some of the tension that defines the early stages. Additionally, the lack of more interactive elements means that engagement depends heavily on the player’s willingness to immerse themselves in the atmosphere. Despite these limitations, Honrang succeeds in delivering a cohesive and memorable experience. It takes a simple idea and executes it with precision, creating a focused piece of psychological horror that emphasizes mood and perception over complexity. The combination of its looping structure, subtle design choices, and restrained storytelling results in a game that feels deliberate and thoughtfully constructed. In the end, Honrang stands out as a compact but effective entry in the psychological horror genre. It may not offer extensive content or mechanical depth, but it leaves a lasting impression through its atmosphere and concept. For players who appreciate slow-building tension and observation-driven gameplay, it provides a uniquely unsettling experience that lingers beyond its short runtime. Rating: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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