
A bone-chilling body-horror game with escape room gameplay. Bad decisions have brought Matthew to this terrifying motel. Now it’s up to you to decide how to escape - will you make it out alive?
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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*, Korean, Spanish - Latin America, Japanese, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese +2 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Before you start playing, be aware that this game is not forgiving. It doesn't allow repeated deaths without consequences. If you die, you'll be punished: your world will reset, and you'll need to find all the items again, this time in different locations. On top of that, the more often you die, the more difficult the game becomes, with additional monsters appearing to challenge you. So, it requires either some gaming skills or just a good guide on Steam (as mine). Saving systems are only useful when you need to close the game, allowing you to continue from where you left off. They cannot be used to reload a save before dying. This can be a downside for many players who are used to having a safety net (like autosaves or checkpoints) to cover for stupid mistakes. In this game, there's no rewinding to undo a bad decision, so you’ll need to stay sharp and own your actions. Another problem (for many people, not for me) is that dying in this game isn't just about being killed by monsters. It also includes what’s known as “cheap deaths” which (in this game) refers to getting killed by environmental hazards, often just by touching something stupidly. So, stay alert. Remember, curiosity kills the cat. It wouldn’t be fair for the game to receive negative reviews simply because players make careless mistakes and face the consequences. Remember, the game is fully beatable without taking a single hit or firing a single bullet, you just need to approach it with a bit more strategy and awareness than usual. Overall, I’d strongly suggest ignoring the complaints from players who struggle simply because they refuse to adapt. Don’t let their frustration distract you from experiencing an exceptionally well-designed and atmospheric horror game. Considering its (real) bad part, this game doesn’t rely on jump scares, which, personally, is a downside for me since I enjoy that sudden jolt of fear. For a horror game to succeed without jump scares, it needs to excel in atmosphere, sound design, visuals, and overall presentation. While this game does a good job in those areas, it doesn’t quite reach the level needed to fully compensate for the lack of jump scares. As a result, I found myself yawning more often than feeling genuinely scared. Another (real) bad part that is not related to skill issues is that the enemies in this game are insufficient. There should be more monsters and more ways to deal with them. Currently, the enemy can be dealt with just by crushing. Seriously? It loses a sense of terror. This is a big thumbs down for me.
Если вам нравятся игры ужасов/выживания, вам, вероятно, понравится эта игра, она может быть короткой или очень длинной, в зависимости от того, как вы играете (вам придется поиграть, чтобы понять, почему), и вы можете увидеть или не увидеть весь контент игры. (опять же, в зависимости от того, как вы играете). Эта игра довольно беспощадна в некоторых аспектах, и я бы сказал, что она может быть даже несправедливой в некоторых ситуациях, но вы получаете ценность от знаний, когда выживаете или умираете от нее, так что это часть путешествия. Игра также вознаграждает вас за то, что вы умны и иногда понимаете ситуацию, в основном избегая урона или сражений.В игре очень крутая концепция,но также присутствуют и недостатки. Эта игра сложная и не для тех, кто хочет легкое прохождение. Игра допускает 4 смерти, прежде чем она станет постоянной ИГРА ОКОНЧАНИЕМ, и вам придется начинать полностью заново. Сохранение игры позволяет вам продолжить, только если вы выйдете из игры и начнете ее снова. Вы не сможете перезагрузиться, если умрете. После смерти вы потеряете все свои предметы и начнете игру с самого начала с «изменениями» в мире: он станет более искаженным и более сложным. Игра наказывает вас за смерть и делает игру сложнее. Представьте себе это.Есть ценность повторного прохождения, поскольку есть различные концовки, и вы получаете ценность от знания того, что произойдет, повтор может быть выше, опять же, в зависимости от того, как вы играете. В плане производительности проблем не видел(графика отличная с возможностью включить DLSS), звуковое оформление неплохое(крики,визги монстров,шорохи,треск,короче все на месте; единственное что не понравилась эта английская озвучка,какая-то она упоротая и не эмоциональная,лучше включать испанскую),интригующая история, но вам нужно собирать заметки, чтобы узнать о ней; головоломки не сложные, разнообразие врагов не большое,но с каждой смертью их количество будет увеличиваться, а количество припасов уменьшаться,так что лучше вообще не умирать. То, что персонаж говорит, когда вы нажимаете на объекты, действительно хорошо и многое добавляет в игру, но в некоторых моментах кажется, что это убирает ужас и серьезность ситуации. В общем получился хороший опыт и рекомендовать могу всем любителям хорроров на выживание и кто не боится хардкорных сложностей!
É um jogo de scape room misturado com roguelike de terror. Todas salas tem itens e chaves diferentes, e podemos sair do motel de maneiras diferenciadas. tem poucos inimigos, mas isso é resultado do game não querer que a gente use armas. Tudo é bastante simples, e tem até conquista por não usar arma. O experimento do doutor maluco deu errado, e acordamos em uma banheira e com isso vamos vendo as atrocidades ao redor. o game é curtinho, fator replay que faz ele ter brilho, é meio bugado e em alguns momentos sem sentido. A parte que cortamos braço do doutor a encenação dele é digna de 2 dolynho e um cacho de banana. Minha nota para esse game é um 4/ 10 .. tem boas intenções mas né...
jogo interessante, onde precisamos escapar de um Motel, joguei no teclado e mouse, é um tipo de jogo que você pode rejogar varias vezes, aparentemente com vários finais, tem gerenciamento de inventario, você resolver puzzles, tem alguns inimigos pelo mapa, lembra vagamente silent hill por um inimigo especifico, vi dois tipos apenas, quando você morre, você é levado para uma banheira e começa o desmembramento em cada tentativa fracassada, acho que fiz o final ruim pra variar rs, tive um breve momento de nudez, pois acordo sempre pelado na banheira, alias se você chega ao mesmo ponto que eu, cada tentativa você perde boa parte dos itens e até aqueles que você guardou no baú rs... Não é um tipo de jogo pra te assustar, talvez só te surpreenda na brutalidade... ele é curto, mas dar pra jogar varias vezes até explorar 100%ou quase isso... Recomendo em promoções apenas
Bardzo przyjemnie gra, czuję jak strach i mocne klimat mroczne. Ciężko ucieka od Motelu przeżyje się lub zginę. Bardzo brakuje napisy polskie bo czuje super gra to powinno być trafić na pełne wersje grę polskie! Plus: - mocne horror - super klimat mroczne i brutalny dużo krwi! - zagadki różnie wejście klucz motelu - pięknie grafika jak realnie żywe - dobry optymalizacje i śmiga - bardzo różnie wydarzyło się max 4 razy inne akcję - przerażenie gra na horror Minus: - brak napisy polskie Ocena 8/10
What is the significance of its save system? What a weird game
Oxide is an incredible game. Very well crafted with excellent scenery and simple controls. This is the first game I played with perma-death. One screw-up and you return to the starting room 104. However with every play through I found something different to explore or puzzle out. I only raged quit once but I came back the next day to make my first ending. There were no crashes and everything ran smoothly. Achievements are a mix of easy to hard with being a pacifist the hardest but very doable with some planning. Over twenty hours in because I do walk and explore slowly and I'm going back because I have a few corners of the Motel I did not explore fully. I don't think you will go wrong with this choice.
오늘시작해서 베드앤딩 3개랑 굿엔딩 1개 봤음. 이 게임 특징은 간단하게말해서 종이쪽지 주워먹는것 뺴고는 all 랜덤임. 한 3시간정도 하면서 3번 다 죽어서 3단계로 진행되는 고문장면보면(1단계는 다리. 2단계도 다리. 3단계가 손목 다리 전부였나) 대충 어떻게 하는 게임인지 감이 옴. 처음 죽고나면 초반 욕실부분이 반복되는 것 같지만 거기서 조금 응용을 해서 난이도가 살짝 어려워짐. 초반에는 아이템 조합을 잘해야되고 인벤토리가 부족해서 모텔 키로 잠긴 방을 열어서 인벤토리를 비워야된다든가 하는 다소 피곤한 부분이 동반됨. 그리고 특정 모텔 방 문마다 손잡이 밑에 불표시(이방에서 총기난사하면 폭사해서 죽어요), 티켓표시(티켓방이 중요해요. 문밑에 스티커로 표시있음. 소지품에 티켓이 없으면 209호인가 몇호였나.. 티켓없이 그 방따고 들어가면 '다시 나왔다!'라는 자막과함께 주인공이 다시 방에서 튕겨져나오는데 초반에 보관함에 그거 두셨던 분들은 다시 회수해서 진행해보세요. 진행이 한결 수월해짐.. ㄹㅇ) 이런게 있는데 그런걸 잘 이용해야 클리어하는데 지장이 없음. 화장실을 간이키로 따고나면 가끔씩 크리처가 튀어나오는데 거기서 안뜯겨 죽게 조심해야되고 사일런트힐2 팬게임이라고 해도 믿을 수 있을정도로 축소판 사일런트힐2 느낌이 강함. 그리고 지저분함과 고문장면 요소같은건 아웃라스트에서 영감을 많이 받은 것 같음. 고어물 못보는 사람들도 '다리 자르는 장면'만 아니면 생각보다 크게 끔찍한 게임은 아님.. 그리고 주인공이 소변누는데 굳이 왜 아랫도리 노출까지 보여주나요 ㅋㅋㅋㅋㅋㅋㅋㅋㅋ 19금 안걸고 스트리밍했으면 큰~~~~일 날뻔했습니다. ^오^ 방송하시는 분들은 무조건 19금걸고하세요. -치지직 나비S
Oxide Room 104 is a survival horror experience developed and published by WildSphere that blends psychological terror, escape-room puzzle design, and narrative-driven decision making into a deeply unsettling adventure. Set within the walls of a decrepit roadside motel, the game places players in a nightmare where survival depends not only on solving puzzles and avoiding danger but also on making choices that shape the outcome of the story. Rather than following the formula of many modern horror games that rely heavily on scripted scares, Oxide Room 104 emphasizes exploration, consequence, and atmosphere, creating an experience that constantly keeps players uncertain about what lies ahead. The story begins in a deliberately disorienting manner. The protagonist awakens inside a motel bathroom with little understanding of how he arrived there or why he is trapped. As players begin exploring the building, fragments of information slowly reveal a larger mystery involving scientific experimentation, disturbing transformations, and sinister forces operating behind the scenes. The narrative unfolds gradually through environmental storytelling, documents, conversations, and discoveries scattered throughout the motel. This fragmented approach encourages players to actively piece together the truth rather than simply receiving answers through traditional cutscenes. A major strength of the game is its commitment to player agency. Decisions made throughout the adventure have lasting consequences that influence events, character outcomes, and the ending itself. Every action carries weight, whether it involves interacting with specific objects, choosing how to respond to situations, or deciding which risks are worth taking. This system creates constant tension because players are rarely certain whether a choice will help them progress or create new complications. The result is a horror experience that feels personal, with players becoming directly responsible for shaping their own journey through the motel's mysteries. Puzzle-solving plays a central role in progression. The motel functions almost like a giant interconnected escape room filled with locked doors, hidden compartments, coded messages, and environmental clues. Success requires careful observation and logical thinking rather than brute force. The puzzles generally avoid becoming overly obscure while still demanding attention to detail. Solving them delivers a satisfying sense of accomplishment, particularly because each solution often uncovers another piece of the larger mystery. The balance between exploration and puzzle-solving helps maintain engagement throughout the experience. The game's structure becomes even more interesting through its unique death and restart system. When the protagonist dies, the adventure does not simply end. Instead, players awaken once again in Room 104, but the motel itself may have changed. Items can appear in new locations, events may unfold differently, and opportunities that were unavailable during previous attempts may emerge. This mechanic transforms failure into part of the experience rather than a simple setback. It also encourages experimentation, as players gradually learn more about the motel through repeated attempts to escape. Horror in Oxide Room 104 is built around unease rather than constant jump scares. The game frequently relies on disturbing imagery, grotesque creature designs, and the feeling that something unnatural is lurking just beyond sight. The motel itself becomes a source of fear, with its decaying rooms, dark corridors, and oppressive atmosphere creating a constant sense of vulnerability. The body horror elements are particularly effective, presenting disturbing transformations and unsettling visuals that remain memorable long after individual encounters have ended. The creature that stalks the motel serves as one of the game's most effective threats. Its unpredictable appearances force players to remain cautious during exploration, transforming otherwise routine moments into tense survival scenarios. Encounters with the monster can quickly escalate into frantic chases or desperate attempts to escape. Because the threat feels persistent throughout the experience, players rarely feel completely safe. This constant pressure enhances the atmosphere and ensures that exploration always carries a degree of risk. Visually, the game succeeds through atmosphere rather than technical spectacle. The motel environment is detailed enough to feel believable while remaining deeply unsettling. Flickering lights, worn furnishings, stained walls, and abandoned rooms all contribute to a sense of decay and isolation. The setting feels like a place where terrible events have occurred, and the environmental design does an excellent job of supporting the narrative themes. Although some character models and animations reveal the limitations of the game's budget, the overall visual presentation remains effective in establishing mood. Sound design is equally important to the experience. The game uses ambient noises, distant sounds, and carefully placed audio cues to build tension. Silence is often just as effective as music, allowing players' imaginations to fill the gaps as they navigate unfamiliar areas. Creature sounds, environmental effects, and subtle background noises create a persistent feeling of unease. The audio rarely overwhelms the player but consistently reinforces the oppressive atmosphere that defines the adventure. The game does have a few shortcomings. Certain animations and voice performances occasionally lack the polish seen in larger-budget horror titles, and some story elements may feel confusing during an initial playthrough. The trial-and-error nature of certain sequences may also frustrate players who prefer more straightforward progression. However, these issues are relatively minor compared to the strengths of the overall experience and rarely undermine the game's most effective moments. What makes Oxide Room 104 stand out is its ability to merge multiple horror concepts into a cohesive whole. It combines survival mechanics, branching choices, escape-room puzzles, and psychological horror without allowing any one element to overshadow the others. Every system contributes to the sense that players are trapped in a living nightmare where knowledge is just as valuable as survival skills. The replayability offered by multiple endings and changing scenarios further strengthens the package, encouraging players to explore different paths and uncover additional secrets. For fans of horror games that reward exploration, observation, and decision making, Oxide Room 104 delivers a tense and memorable experience. Its disturbing atmosphere, meaningful choices, clever puzzle design, and strong replay value help it stand apart from more conventional horror releases. While some technical imperfections prevent it from reaching the heights of the genre's elite titles, it succeeds in creating a genuinely unsettling journey filled with mystery, danger, and psychological tension. Rating: 7/10
Não sei como tem avaliações mistas, uma inspiração boa de silent hill com resident evil barato, nada faltando além do mais.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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