
A scientific experiment in which no one survives, in a first-person survival horror game made by one developer In the role of a random person who is trapped in an experiment, try to get out and find out what is happening in this abandoned place.
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 Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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



Genres
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Приятный сюжет, приятная картинка, приятные (почти все) загадки. Играется бодро, интересно, местами скримерочки и правда вызывают "аАААААААаааа, страшна". Но есть и кривизна скриптов в некоторых моментах. Типа в библиотеке с досками можно вызывать кулебяку, а можно не вызывать и пройти на изи, чем "да как? КАК? КАК МАТЬ ТВОЮ Я ЭТО ДОЛЖЕН ПРОХОДИТЬ? ААААААА, БЫСТРЕЕ, БЫСТРЕЕЕ, ЧЕРТ, ДОСКА, НЕ ЗАСТРЕВАЙ, АААААА, Я ВМЕР". В целом после этого момента духоты игра перестала восприниматься, как хоррор, а скорее духота, которую хотелось скорее закончить, что испортило пару моментов "бу". Понятно, один человек делал и бла бла бла. Игра хорошая, правда, со скидкой так вообще кайф будет. П.с. Как он и обещает в оконцове игры, что сделает дальше лучше - факт, следующая его работа со своими огрехами, но чудесное творение тоже, которое определенно стоит ознакомления.
游戏挺不错的,我感觉挺好的,流程算不上长,但是解密倒是有点难度的,解密完基本就会有高能,没找到什么攻略,还是在steam 讨论中心 指南中找到的攻略,比较难的解密是停尸柜那里和档案室那里,其他的解密都没什么大问题,结局我是没有看懂的,主角是观察对象?
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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*, Russian, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Traditional Chinese, Korean, Japanese, Polish, Turkish*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
뭐... 85% 할인해서 1,170에 구입했는데 가격치고는 나쁘지 않은 게임이었습니다. 사실 공겜으로서 연출이 훌륭하거나 다양한 편은 아닙니다. 적당한 깜놀? 정말 딱 적당한 수준? 사실상 퍼즐게임에 공포연출을 살짝 묻힌 정도로 진행됩니다. 번역을 해주긴 했는데 이정도의 번역 퀄리티면 그냥 안 하는게 낫지 않았을까 생각됩니다. 그 때문에 퍼즐을 푸는데도 명확한 힌트가 제공되지 않아서 어려움이 생깁니다. 쓸데없이 물건 잡고 던지고 이런 기능들... 그거 제대로 구현 못해서 공중에서 튕기고 길막 당하고... 이런 요소들 진짜 쓸데없이 안 넣었음 좋겠네요. 전체적으로 진행하면서 매끄럽지가 않았던 부분이 많았습니다. 근데 진짜 가격치고는 나쁘지 않았네요.
Игрушка достойная и испугаться можно и мозгами пораскинуть где нужно, сюжет расписан интересно. Не обошлось конечно без багов, меня настиг один в библиотеке и я думаю с ним много кто столкнулся, но потом удалось найти лазейку и в целом больше никаких проблем не было. Единственное чего мне не хватило, это более раскрытой концовки, как то оно закончилось вникуда, будто не закончили историю. Моя оценка 8.5/10, советую к прохождению.
Хоррор составляющая конечно присутствует.. но это больше сборник загадок. Трудности в геймплее возникали только тогда, когда разработчики не предусмотрели иного поведения игрока, примеры : 1) Есть место где нужно вписывать три трех-значных пароля, как оказалось, ячейки открывались в определенном порядке, а не просто так, а я по своей глупости, вписала все коды разом и потом еще 15 минут, минимум, бегала по всей локации пытаясь понять, а куда мне деваться. Потом уже методом перебора все цифры вписывала вновь и вновь, пока не получилось. 2) Следующее место было в библиотеке, где мое прохождение и кончилось. Там я снова наугад решила загадку с зелеными книгами, остальные книжные полки правильно функционировали в отличии от этой, и нужно было стаскать 6 досок к разрушенному проходу, что бы построить мост. К моему несчастью, я взяла "последнюю" доску не последней. Появился монстр который легко был бы пройден, если бы я успела стаскать все 6 досок в правильном порядке, потому что на другой стороне от разрушенного прохода был красный свет. Но нет. Вкратце, меня зажали в углу и меня откинуло на сейф где даже рубильник не был дернут.... На этом моменте стукнуло 2,1 ч и я ушла. Игра очень любит загадки и тянуть геймплей, это отчетливо показано на первой загадке в морге и на этих досках. Я просто не дошла до хоррора.. обидно, но я пугаться пришла, а не загадки решать в огромном количестве (это я еще загадку с лампочками не упомянула, а они тоже наугад решались 7 минут, минимум) Так же, я совсем не поняла механики здешних монстров, логично что при касании тебе наносится урон, но определить как на них влияет красный свет, мне так и не удалось. А еще вы можете забыть о страхе когда в области зрения нет красного света. Факт его наличия на локации, даже если он не используется, может напрягать, но его отсутствие показывает то что вам НИЧЕГО не угрожает..... Это убивает хоррор составляющую Но есть и плюс, очень прикольные картонные фигурки, мне очень зашли. Особенно когда они используются и в хоррор составляющей и добавляют смешняфки. Кстати, играла без интернета. По этому могу вернуть игру без проблем.
Да где эти радиоприемники лять... отключил все что видел, облазил все 2 раза, а достижения так и нет
Ok horror puzzle game just the monster sections were pretty annoying ngl.
This is the rougher side than the very positive review rating would have you believe. It starts off pretty good but then it has you doing annoying things like trying to throw a book to hit a switch. And guess what if you miss with your 3 books, then you can either backtrack a load to pick them up, or reload. And this is followed with more awful padding like having to carry six physics affected wooden beams that are very awkward, all around a cramped corridor to build a bridge. And the writing is pretty amateur. Plenty of better horror games out there, I expect better now.
OPEN DOOR is an unsettling and atmospheric first-person horror experience from BraveCat’Studios, built around the claustrophobia of confinement and the dread of being watched. From the moment you wake up inside the mysterious BLACKDOOR facility—alone, disoriented, and with no explanation for how you arrived—you’re thrust into a setting designed to constantly unsettle you. The game doesn’t waste time with lengthy introductions or exposition; instead, it lets the environment speak for itself. Dim corridors hum with malfunctioning lights, distant metallic echoes rattle through the vents, and every shadow feels pregnant with implication. This minimalistic storytelling places you directly inside the unease, reinforcing that survival here is not about combat prowess but about paying attention, thinking carefully, and keeping your fear in check. The gameplay leans into classic survival-horror sensibilities with a focus on exploration, puzzle solving, and stealth. OPEN DOOR consistently presents you with spaces that look deceptively simple but conceal important clues, essential items, or unsafe routes. You will spend time rummaging through drawers, piecing together scraps of notes, deciphering codes, and experimenting with object combinations to unlock deeper sections of the facility. These mechanics aren’t groundbreaking, but they help sustain forward momentum and maintain a tangible sense of vulnerability—every locked door is both an obstacle and a small relief, because you never know what might be waiting on the other side. When danger does appear, the game emphasizes avoidance: you are meant to hide, sneak, or flee rather than engage, which heightens the tension and grounds your character firmly as a powerless subject caught inside something larger and more dangerous than you can fully grasp. OPEN DOOR’s strongest element is its atmosphere, which feels handcrafted with care despite the limitations of a small development team. The facility’s sterile walls carry a faint, oppressive weight, and the lighting choices—often uneven, flickering, or casting long, distorted shadows—do much of the psychological work. The audio design is equally effective: low mechanical drones, disembodied whispers, abrupt clangs, and distant footsteps create a constant sense of threat even when nothing is immediately visible. The game benefits from its slower pacing, using silence and downtime not as filler but as a tool to unsettle the player’s expectations. This deliberate rhythm makes the moments of direct threat more startling and ensures that tension builds naturally over the course of exploration. The narrative unfolds through environmental details rather than direct storytelling. You gradually piece together a history of disappearances, unethical experiments, and paranormal incidents tied to BLACKDOOR’s research. The absence of explicit exposition means the story feels more interpretive, inviting you to form your own conclusions about what was being studied and what went wrong. For some players, this ambiguity enhances the sense of mystery and dread; for others, it may feel too thin or lacking emotional resonance. Still, the fragmented storytelling suits the game’s themes—your character is as confused and uninformed as you are, and the facility’s secrets are not meant to be neatly explained. Despite its strengths, OPEN DOOR doesn’t fully escape the limitations common to many small-studio horror projects. The game’s short length means the mystery resolves quickly, and some puzzles feel less intuitive than they should, occasionally resorting to trial-and-error rather than logic-driven design. Technical hiccups can occur: interaction prompts may behave inconsistently, and minor bugs can briefly interrupt immersion. Enemy encounters, though intentionally sparse, can feel uneven due to unpredictable AI behavior or unclear detection mechanics. These flaws don’t break the experience, but they do reveal the game’s modest scope and the constraints of its development. Still, for players who appreciate intimate, atmospheric horror with a puzzle-driven structure, OPEN DOOR offers an engaging journey into dread. It succeeds not through spectacle but through strong mood, careful pacing, and a commitment to letting the player’s imagination fill in the blanks. The facility’s corridors feel oppressive, the layering of clues rewards curiosity, and the sense of being trapped within an experiment gone wrong is palpable. Approached with expectations aligned to its indie scale, the game becomes a compelling and memorable dive into a dark, mysterious research complex where survival depends more on attention and caution than on strength. In the end, OPEN DOOR is a focused and evocative horror experience that values atmosphere over action and subtlety over exposition. It may be short and occasionally rough around the edges, but it accomplishes what it sets out to achieve: placing you in a confined, threatening space where every sound could signal danger and every locked door hides a new piece of a sinister puzzle. For fans of small-scale survival horror and eerie, exploratory storytelling, it stands as a worthwhile and haunting excursion. Rating: 7/10
GOOD
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Where this game's players are, estimated from review languages.
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