
Оne day your life changes dramatically and you become a hostage of your own home. Your task is to survive but to do this you need to get outside.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Russian*, Portuguese - Portugal, Turkish, Ukrainian*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
интересный сюжет
Наркомания,
Last Floor — Швабра проти прибульців або Системний збій Бувають ігри, які лякають, а бувають ті, що викликають лише втому. Last Floor належить до другої категорії. Після стандартів якості моєї бібліотеки, цей проєкт виглядає як невдалий жарт. Даю об’єктивну деструкцію цього абсурду: Чому мій аналітичний фільтр видав «Error»: Абсурдний лор та логіка: Сюжет про прибульців, які захопили побутові предмети, звучить дивно, але реалізація ще гірша. Ви маєте подолати літаючі чайники, фени та пилотяги шваброю. Це не викликає страху, лише недоуміння. Дисбаланс бойової системи: Битва зі звичайним побутовим приладом за допомогою швабри займає непристойно багато часу. У ворогів занадто багато HP, що перетворює геймплей на нудне та виснажливе закликування. Проблеми з освітленням: Тут немає балансу. Рівні або занадто світлі, що вбиває будь-яку атмосферу, або навпаки — настільки темні, що не видно проходу. Технічна деградація: Оптимізація відсутня. Мені доводилося перезапускати гру декілька разів через критичні баги, де я просто застрягав в стіні й не міг нічого вдіяти. Логічний збій: Якщо мій «протокол» спрямований на результат, то Last Floor робить усе, щоб згаяти ваш час на боротьбу з кривим кодом та літаючими чайниками. Мій вердикт: Порожня обгортка. Якщо ви цінуєте свій час — проходьте повз. Краще ще раз зіграти у більш вдалі ігри, ніж намагатися втекти з цієї багатоповерхівки. Спокій. Розрахунок. Поразка розробників.
атмосферная)
很有深意的游戏,通关后感觉自己的大脑升级了。
—— 记录:-90%折扣4.20元,26/01/23入。 —— 我卡在的游戏开始,一条楼道,一个圆圆的、黑黑的、亮6个红色点点的不知名物体慢悠悠前进,走到尽头消失后又重新出现在眼前再慢悠悠走到尽头...无限循环...直到我点了开始一个新游戏... —— 我拿起茶壶尝试接水,卡在了水池里,找了半天角度才重新拽出来,水壶放在炉灶上,水壶消失,四周都看不见,只有在被攻击的时候能看到一个散发电光的水壶。 —— 拖把不错,去马桶蘸一下,攻击力翻倍(bushi)! —— 开门需要收回武器... —— 神奇的家用电器...茶壶、电饭煲、吹风机、微波炉/烤箱、吸尘器。阳台能看到的飞船貌似是纯背景不攻击。 —— 攻略显示一共有81个电池可以搜集,但是集齐57个就能处罚好结局,游戏一共两个结局,全成就需要开2周目。26/05/23
Last Floor is an eerie and unconventional indie horror experience that finds its strength not in spectacle, but in atmosphere, disorientation, and a steadily escalating sense of unease. Developed and published by AK Studio, the game places players in the role of an ordinary engineer whose routine life is abruptly disrupted when his apartment building transforms into a hostile, nightmarish structure. What begins as a simple attempt to leave home becomes a descent through a corrupted high-rise where the familiar rules of reality no longer apply. The central premise is deceptively simple: descend from the top floor of the building and escape. However, Last Floor quickly subverts expectations by turning everyday environments into sources of danger and fear. Electrical systems behave erratically, household objects become aggressive, and alien-like elements begin to infect the architecture itself. Each floor introduces new variations on this corruption, ensuring that progression feels less like moving through a predictable space and more like peeling back layers of an unfolding nightmare. The horror here is rooted in the uncanny, transforming mundane settings into spaces that feel fundamentally wrong. Gameplay focuses heavily on exploration and survival rather than traditional puzzle-solving or combat-heavy mechanics. Players must navigate dark hallways, cramped rooms, and warped interiors while avoiding or confronting threats with limited means. Combat is raw and minimal, relying on close-range encounters and improvised solutions rather than empowering weaponry. The lack of conventional tools, such as a constant light source or clear objectives, reinforces vulnerability and forces players to rely on spatial awareness and instinct. This design choice amplifies tension, as every step forward feels risky and uncertain. What sets Last Floor apart from more conventional horror games is its restraint. Instead of frequent jump scares or scripted sequences, it builds dread slowly through environmental storytelling and sound design. Strange noises, flickering lights, and unsettling visual cues create a persistent sense of anxiety, making even moments of quiet feel threatening. The building itself feels like an active antagonist, with shifting layouts and hostile elements suggesting that escape is not just physically difficult, but psychologically taxing. Narrative elements are delivered indirectly, leaving much open to interpretation. Rather than providing explicit explanations, the game allows players to piece together meaning from environmental details and repeated motifs. This ambiguity adds a psychological layer to the experience, raising questions about whether the horrors encountered are external invasions, manifestations of mental breakdown, or something in between. Multiple endings reinforce this uncertainty, with outcomes influenced by how thoroughly players explore and what they collect along the way, encouraging replay and deeper engagement with the environment. Visually, the game adopts a muted and oppressive aesthetic. Interiors are grounded in realism but distorted just enough to feel unsettling, using shadow, tight spaces, and subtle visual anomalies to maintain tension. The audio design is equally important, relying on ambient sounds and minimal music to heighten immersion rather than overwhelm it. Silence is often as effective as noise, making players constantly anticipate the next disturbance. While Last Floor is effective in crafting mood, it can also be challenging in ways that may frustrate some players. Limited guidance, dark environments, and occasionally opaque mechanics require patience and attentiveness. Those who prefer structured objectives or explicit storytelling may find the experience disorienting. However, for players willing to engage with its ambiguity and deliberate pacing, these same elements become strengths rather than shortcomings. Ultimately, Last Floor is a compact but memorable indie horror title that succeeds by embracing subtlety and strangeness. It offers a tense descent through a hostile, transforming space that feels both familiar and alien, rewarding curiosity and persistence over brute force. While not designed for everyone, it stands out as a thoughtful and unsettling experience for players drawn to atmospheric horror that lingers in the mind long after the final floor is reached. Rating: 6/10
Great game, couldn't get the bad ending because too good :)
веселая игрушка, советую поиграть.
This was a fun, short but challenging game. I found myself dying a lot trying to escape the apartments, but the graphics were good, and the overall quality was well-executed.
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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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