
Outside the door is a mystic visual novel set within one office. You are about to figure out the stories of a few visitors without having a single memory of yourself.
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): 0.71/day in the week to Sep 1 → 1.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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

Outside the door – a visual novel with elements of mysticism and a gripping storyline taking place within an office. On behalf of a temp who turned out to be at this office for some odd reason you have to listen to the stories of a few visitors and having puzzled out the details of their destinies deliver your verdict before their cases will be passed on. To make things even worse, you’ve got no memories of your past and the only assistant in this weird place is a featureless voice on the radio. Should you do your job in good faith or whether you can trust anyone here is up to you but someone has to be responsible for decisions made.
Average game play time: 1.5 - 2 hours.
You are about to look into a few short stories to get your own idea of what is going on.
Styled pixel graphics
Meditative ambient
Genres
Engagement
Reviews
Themes across 140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
это роскошь гайсс ааАХх имба игрушка, сюжет трули глубокий, атмосфера спокойная, все супер
Очень круто Диалоги интересные, выборы правда особо ничего не делают, но ради хоть какой-то непрямолинейности пойдет Мистика вайбы 10 тефтелей из 10
Очень хорошая и атмосферная игра на вечер. Из минусов только то что [spoiler] на концовку влияет только последний выбор, ещё пару концовок не помешали бы [/spoiler] но не смотря на это игра определённо стоит времени и своих денег.
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, Russian, Japanese
Hours played at review time, across 140 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
новелла прикольная, но на последнем этапе могло бы быть и больше веток диалога.
Интересная история, где ты берешь на себя роль судьи, а дальше спойлеры, не палю)
Интересная новелла. Завязка и постепенное распутывание истории вызывает искренний интерес. Ближе к концу история складывается в цельную картину, проливая свет на недосказанности и дополняя события в ней. К сожалению, игра бросает пыль в глаза обстановкой и возможностью делать выборы по ходу игры. Хоть нам и проговаривают, что на нашу «работу» плевать и выборы ни на что не влияют, это досадно. Считаю игра могла быть более комплексной и выборы, действительно на что-то влияющие, добавили бы глубины повествованию. Особенно учитывая её непродолжительность. [i] (Отсутствие выбора, кроме финала, конечно, можно подвести под сюжетную канву, но в данном случае не считаю, что это аргумент в пользу игры) [/i] Ради интереса пробежал новеллу заново и выборы в диалогах хорошо, если добавляют одну новую строчку текста. К самой истории никаких претензий. Боюсь она слишком коротка, чтобы её обсуждать в отзыве, поэтому просто рекомендую к прочтению.
The entire game revolves around one question: do we truly have the right to judge another person? It's easy to condemn someone's actions when all we see is the outcome. The game constantly challenges that instinct by forcing us to listen, question, and ultimately decide another person's fate. But at the same time, it asks an equally important question: how reliable is the story we're being told? Are we judging people based on the truth, or simply the version of events they want us to believe? At first, nearly every situation paints Hannah as someone deserving sympathy. She was bullied, betrayed, and repeatedly treated unfairly. But as the timeline progresses, a pattern emerges. Every new revelation makes her actions morally worse than she initially described. She isn't necessarily lying outright every time, but she's consistently presenting the most "charitable" version of events while also omitting details that change the context. She claims pushing Emily was an accident born from emotion, yet it's clear she wanted to hurt her in that moment. She tampered with the ammunition, later discovered it hadn't actually worked, and conveniently left that information out. Again and again, she shapes the narrative to minimize her own responsibility while emphasizing the suffering inflicted on her. The idea that stood out to me most was her obsession with fairness, despite being hypocritical herself. She criticizes the legal system for being unjust and argues that justice should be decided through compassion and circumstance rather than rigid laws. On paper, that's a compelling idea. In practice, however, what she's really advocating is replacing the law with her own personal judgment, technically we spend the entire game watching that judgment fail. She's consumed by the unfairness of her own life while repeatedly downplaying the harm suffered by others, even when she caused it herself. Emily may have been a cruel child, but she still ended up with a permanent neck injury. Hannah barely reflects on Emily's suffering, instead focusing almost entirely on how the incident ruined her own life. Chloe may have died because Hannah refused to help her, simply because Chloe wanted to fit in with the same social group. Even her confession about compromising her morals during Emily's case doesn't feel entirely genuine. She only admits it because it's the very case she's being interrogated over. Rather than a moment of growth, it felt like yet another truth she could no longer hide. Hannah is an unreliable narrator. Every chapter reveals another omission, another half-truth, another convenient excuse. So when the game finally asks whether to forgive her, I couldn't ignore that history. Choosing to exonerate her felt less like showing mercy and more like blindly accepting the latest version of a story told by someone who has repeatedly manipulated the facts. The final revelation doesn't come out of nowhere, it simply continues the pattern established throughout the entire game. My interpretation of the ending is that the office itself is some form of purgatory. If you forgive the final visitor, you're granted another chance at life, which is symbolized by surviving the crash and waking up. If you condemn the visitor, you remain trapped inside the office instead of returning to life. The room now bears Hannah's name, suggesting you've taken her place. I would say that the visitors are the manifestations of ourselves, perhaps fragments of our subconscious that have buried painful truths. The interrogator represents our conscious mind slowly uncovering what we've hidden from ourselves. Every interview isn't simply judging another person; it's confronting another piece of our own guilt, bias, and self-deception until we're finally forced to judge ourselves. Whether this interpretation is correct or not, I think that's what makes the game interesting. It's less about determining who's innocent or guilty and more about exposing how easily perspective distorts morality. The game reminds us that everyone believes they're justified, everyone edits their own story, and judging another person is far more complicated than deciding who's right or wrong. That said, the game isn't without flaws. The minimalist art style immediately caught my attention. Unfortunately, the English translation is inconsistent. It's nowhere near as terrible as some reviews claim, but there are definitely awkward lines and conversations that drag on longer than necessary. Some exchanges feel repetitive until later revelations give them more context. I also found the overall plot fairly predictable, and most of the choices throughout the game have very little impact. Aside from the final judgment, many decisions feel largely cosmetic, which weakens the sense that your actions truly matter. Despite all of that, I still think the game succeeds in exploring some genuinely interesting ideas. The themes of justice, perspective, unreliable narration, and whether we even have the right to judge others are thought-provoking, even if my interpretation isn't necessarily what the developers intended. That said, I also felt the game glossed over some of these deeper topics a little too quickly. It introduces complex moral questions but rarely sits with them long enough to fully develop them. At times it wants to present itself as a deeply philosophical experience, and while it partially succeeds, I don't think it reaches the depth it seems to be aiming for. The pacing also became a major issue for me. Around the halfway point, the game started to feel unnecessarily stretched out. Many conversations repeat the same ideas, making parts of the experience feel tedious rather than engaging. The constant use of the same background track didn't help either. Instead of reinforcing the atmosphere, it eventually became repetitive enough that it lost its emotional impact. Overall, I wouldn't call it a bad game. It has an interesting premise, a unique visual style, and enough substance to spark discussion, but I think it ultimately falls short of its full potential.
выглядит супер стильно,однозначно пройду тк игра на 2 часа
Интересная новелла
Классная инди игра похожая на милк от Крюкова . Мне понравилось
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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