
You are wetware, working a mysterious job.
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 Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
PAGER is a 1-bit 3D Kafkaesque experience in a 90s office building.
Obey the pager to survive and climb the corporate ladder.

FEATURES
1-bit 3D graphics.
60 weird and beautiful floors.
It has some horror and humor.
The story is conveyed in a very indirect way.
The levels aren't about the destination.
It shouldn't give you any satisfaction.
Caffeine-addicted butterflies.

Inspired by Severance, Franz Kafka, David Lynch, The Prisoner (1967), The Stanley Parable, Sonny Boy, Serial Experiments Lain

I hope you find it interesting! Thank you for playing!

Genres
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
По поводу хоррора из описания игры я, есичесно, не согласен. Ну какой тут хорор, все эти скримеры в атмосфере общей шизанутости окружения воспринимается исключительно, как шутки. Скажем, [spoiler] вас может сожрать таракан, сбить поезд метро (это в офисном-то здании) или утопить в кофе из кофеварки[/spoiler]. Разве это страшно? Короче, отличный симулятор мальчика на побегушках в огромной корпорации. Точно стоит прохождения. И не одного, потому что все секреты за одно прохождение не открыть.
i wish we could make out with the person paging us
Media

Related
Related
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
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I loved the demo, I loved all the little side things and the multiple ways of doing a level, but the main game didn't really feel like it improved on that, it kind of feels more diluted and a less complete game. There doesn't feel like there's much to explore or find and when there is something that looks like it's off the beating path it's either where you were meant to go later anyway or something that just doesn't really do anything, like a small room with a vending machine and a computer on either end with chairs huddled around it, Is it a reference to something, an inside joke? I just don't know and it's ... boring The levels feel very one note, like the creator had an idea while they were out shopping, wrote it down on a piece of paper and made a level out of it, they don't have many alternative ways to finish them, you just do what you're told or implied to do and get confused about the point of the level when you finish it. One example is the company mascot floor and I walked up to it, punched it because why wouldn't I, and proceeded to go to the elevator, but before going through I looked back and though "what's the worst that could happen? I'll have to do this minute long floor again?" and proceeded to walk into the chasing mascot, and... I didn't die, nothing happened, the mascot disappeared and I wasn't allowed to go back to the room we came from. I the floor was kind of just "don't hit this thing" "oh no, you did what I told you not to do" and then... just nothing, and it's not even like I expect something different to happen when you don't hit it, I fully expect the level to end without anything happening if you just don't hit it as that's kind of what happened when I went against how the level expected me to act on other levels, like with the waiting in line level where I just barged to the front expecting the narrator to tell me off for not waiting my turn, but ... no, the level just ended like they didn't expect me to defy the rules of the game, but that's why the stanly parable works, because it's made for you to defy the game, and maybe this game isn't meant to be like the stanly parable, but that just kind of makes it feel like the stanly parable if there was only one door. I get that the level premises are supposed to do the heavy lifting but to me they kind of just feel like setups to jokes and half of them just don't have a punch line, like anti-jokes, or the punchline is just kind of bad, like water the plants, so you walk up to a plant and it says water, so you click, and you pee on it, then in the side room there's a spray bottle that I only found after I'd "watered" most of the plants, and it's like "you weren't supposed to pee on them silly" which I half expected but at the same time my expectations had already lowered to the point where I didn't have a reason to believe that the level wasn't just peeing on plants The level transitions were seemingly something the dev thought was cool or like they felt they had to add so it isn't just a strait walking sim, but in practice it doesn't really add anything, just a random task to do between levels with seemingly no impact or relevance to the rest of the game. I kind of feel like the game wasn't really play tested that much. The game also just kept on going and going, like it would never stop, just one seemingly pointless floor after the next. Maybe I've just played too many games, maybe I'm just not the target audience even though I really like the material they were inspired by, I did really like the demo, but the full game just feels like a walk here, click on this, haha you weren't expecting that were you or you made an assumption based on the immediately available information but you were wrong hahaha, and it doesn't really do ... much. I kept trying to do anything off the beating path or find anything of interest. It's tagged with horror, puzzle, exploration, and was probably meant to be a bit of a comedy, but it really doesn't feel like any of that. It just feels like a walking sim. And I guess the reason I wrote such a long winded review is because I went into the game really expecting to like it. Art and premise are really good though.
wonderful weird little game. I'm still not quite sure what's it about
great game, though it is a bit short and the level select feels pretty weird to navigate at first also funny as hell
Not a game for everyone I'd say, if you're interested though its worth a shot though. Here's some of the thoughts I had while playing through the game: game could noticeably use some sort of juxtaposing content to make the more unsettling content stand out more effectively. expanding on this specifically i think music would be the easiest and most effective way to do so as it can be designed to make you feel more comfortable with the audio but make you feel unsettled when needed or disappear/distort to make the player feel more alone in certain situations. Another thing I noted sound wise was that the audio between floors wasn't really all that distinct which although is fine. I more variety in the types of audio aside from the background humming would've greatly benefited the game. visuals are cool though they can hurt eyes after a bit some things like electrically shocking the employee would be more unsettling with sound effects some things like controls don't make certain things immediately obvious like for example one section where it asked me to run it didn't work as it was set to '&' but I couldn't tell whether it was intentional on the developers part to do so. Another thing like kicking a ball has you look forward to get the prompt to kick it which didn't feel really natural nor immediately obvious as I tried to look straight at it first which just flat out didn't work. dialogue like for example when you are given the gun and told you know what to do has some dialogue that doesn't feel quite appropriate if its attempting to be unsettling when shooting a person, instead of using something like "OMG you aren't supposed to kill them." I would instead use something that more effectively leaves the player unsettled by trying to lead their thoughts in a certain direction like for example "Who told you to kill them?" or something to try to take a dig at the way the player thinks in terms of games always assuming it means to kill. The one idea on one of the floors where when you looked down you fell is a cool and unique idea I haven't seen anywhere else. Although I do see the game as going for an eerie environment with the psychological horror, I don't feel like it always sticks the landing, for example I never quite felt unsettled or just fear in general, the most I would get is a minor jump scare which would maybe just make me jump in my seat as they didn't really achieve any sort of scare. Though the cockroach race part was more successful than the others I will note. One thing I think that could benefit the horror more is maybe smaller details that make so that the more you look the more unsettling your environment becomes like for example in one of the levels where you have to water the plants, what if one of the plants could was able to still be watered and kept changing more and more drastically to unsettle the player. One idea I saw used that achieved a similar effect were the eyes on the walls that you could poke on one floor. The server talismans section where you placed the talismans on the server was somewhat effectively eerie with a strange entrance to them and leaving one of them without a talisman, especially with how the background audio becomes wind passing through and the audio becoming more echoey. The part where you make the employees obey by hitting them is quite effective in being unsettling with the audio being a significant factor in this I'd say. The part where you catch the butterflies and eat them is effectively unsettling. Honestly I feel that the less words used the more effectively eerie the game is by leaving you with just your mind to work out the problems especially when things are very obviously linear. The puzzle where you needed to walk backwards to reach the door is cool. Same with the room that fills with coffee. game could noticeably use some sort of juxtaposing content to make the more unsettling content stand out more effectively. expanding on this specifically i think music would be the easiest and most effective way to do so as it can be designed to make you feel more comfortable with the audio but make you feel unsettled when needed or disappear/distort to make the player feel more alone in certain situations. Another thing I noted sound wise was that the audio between floors wasn't really all that distinct which although is fine. I more variety in the types of audio aside from the background humming would've greatly benefited the game. visuals are cool though they can hurt eyes after a bit some things like electrically shocking the employee would be more unsettling with sound effects some things like controls don't make certain things immediately obvious like for example one section where it asked me to run it didn't work as it was set to '&' but I couldn't tell whether it was intentional on the developers part to do so. Another thing like kicking a ball has you look forward to get the prompt to kick it which didn't feel really natural nor immediately obvious as I tried to look straight at it first which just flat out didn't work. dialogue like for example when you are given the gun and told you know what to do has some dialogue that doesn't feel quite appropriate if its attempting to be unsettling when shooting a person, instead of using something like "OMG you aren't supposed to kill them." I would instead use something that more effectively leaves the player unsettled by trying to lead their thoughts in a certain direction like for example "Who told you to kill them?" or something to try to take a dig at the way the player thinks in terms of games always assuming it means to kill. The one idea on one of the floors where when you looked down you fell is a cool and unique idea I haven't seen anywhere else. Although I do see the game as going for an eerie environment with the psychological horror, I don't feel like it always sticks the landing, for example I never quite felt unsettled or just fear in general, the most I would get is a minor jump scare which would maybe just make me jump in my seat as they didn't really achieve any sort of scare. Though the cockroach race part was more successful than the others I will note. One thing I think that could benefit the horror more is maybe smaller details that make so that the more you look the more unsettling your environment becomes like for example in one of the levels where you have to water the plants, what if one of the plants could was able to still be watered and kept changing more and more drastically to unsettle the player. One idea I saw used that achieved a similar effect were the eyes on the walls that you could poke on one floor. The server talismans section where you placed the talismans on the server was somewhat effectively eerie with a strange entrance to them and leaving one of them without a talisman, especially with how the background audio becomes wind passing through and the audio becoming more echoey. The part where you make the employees obey by hitting them is quite effective in being unsettling with the audio being a significant factor in this I'd say. The part where you catch the butterflies and eat them is effectively unsettling. Honestly I feel that the less words used the more effectively eerie the game is by leaving you with just your mind to work out the problems especially when things are very obviously linear. The puzzle where you needed to walk backwards to reach the door is cool. Same with the room that fills with coffee.
Its not really a horror game, more like a japanese-style dry comedy/satire on the absurdities of a cubicle job, but interesting neverthless. Just wish there would be some kind of ending.
I enjoyed the way this game used its 1-bit style to enhance the weird office atmosphere. All-in-all a pretty good surreal experience with some good puzzle elements. I think people can enjoy the atmosphere, and experimenting to find alternate options on certain floors. The game can also work with a controller if you test the buttons a bit. [spoiler] The extended portion of floor 52 was an interesting surprise, and I enjoyed engaging with it. I did have to just assume I was done with it when I "escaped", as I wasn't seeing a way out after beating every "boss" chamber. It's also amusing that unlocking everything in the main game basically turns into one last punchline.[/spoiler]
[h2] 지시를 따르십시오. 이건 절대적입니다. [/h2] 오늘부로 새로운 일을 하게 된 신입사원 수상한 느낌이 물씬 풍기는 알수없는 공간속에서 오퍼레이터의 지시만 받으면 된다. 호출기를 통해 명령이 내려지면 그대로 수행만 하면되는 단순한 업무라고 하지만 업무를 하나씩 수행하고 좌표를 찍어 다음 층으로 향할수록 뭔가 이상하다는 생각이 들기 시작한다. 출근도 퇴근도 이 공간에서는 무의미할뿐이다. 이 회사 , 아니 회사라고 할수있을까? 퇴사는 고사하고 살아나갈 수 있는것인가? 도대체 이곳은 뭐하는 공간일까? 도트단위가 그대로 보이는 3D 미스테리 탐험게임 , 아마 이런부분으로 사람들이 가장 많이 떠올리는 게임은 '오브라딘호의 귀환' 이 있을건데 옵션에서 오브라딘호 풍으로 색감을 조절할수있다. 기본 옵션상으로는 상당히 눈이 아프기 때문에 사람에 따라서 색감 조정을 하도록 하자. 게임의 구조는 매 층마다 기이한 공간이 등장하고 , 호출기를 통해 수행해야할 목표가 주어진다. 몇몇 층에서는 실패를 하든 성공을 하든 다음 층으로 넘어갈 수 있게 되지만 특정 층에서는 성공할때까지 루프를 반복하게 되므로 주의가 필요하다. 명령수행이 어려운편은 아니고 정말 단순하다. 실패해도 계속해서 기회가 주어지므로 두려워말자. 층마다 탐험은 굉장히 짧다. 층의 개수는 60층 , 다만 한 층을 클리어할 때마다 새로운 좌표를 찍어 새로운 층으로 갈 수 있는데 어떤 좌표를 찍든 정해진 층수대로 간다는것을 플레이가 끝나고나서 알게되었다. 다만 장점으로 보면 랜덤성에 의존하며 반복플레이에서 오는 피로감을 많이 줄여나갔다고 볼 수 있다. 처음 플레이하면 기이한 공간을 탐험하는 게임으로 여겨질 수 있으나 , 플레이르 해나갈수록 숨은의미가 있을지도 모른다는 생각이 많이 들었다. 물론 이 부분은 사람마다 느끼는게 다를수도있다. 스토리 자체가 있다기보다는 특정한 요소를 통해서 기이한 공간을 탐험하는 듯 하지만 중반부를 넘기면서 조금씩 달라진다. 굉장히 비유적이거나 은유적인 느낌으로 많이 접근하는데 , 설득력이 있냐없냐를 따지면 설득력이 떨어지는 부분이 대다수라고 할 수 있다. 우리가 직장에서 일할때 느끼는 '일하기 싫다' 라는 수많은 복합적인 부분을 다양한 층을 통해 표현한것같다. 다만 이부분은 사람마다 감각적으로 다르게 느끼기 때문에 모든부분에 공감하는것은 쉽지않을것이다. 하지만 특정 층에서 느낀 감정은 정말 우리가 직장이라는 장소 혹은 단체로 이루어진 사회라는 공간에서 격하게 공감이 가능하거나 , 혹은 그러한 양상을 보여주는 것 만으로 개개인별로 다르게 생각하거나 공감을 하든 비판을 하든 , 다양한 생각을 할 수 있는 여지를 많이 준다. 그렇게 느낀 부분에 대해서는 스포일러로 처리한다. 플레이와 직결되기 때문이다. [spoiler] 어떤 층에서는 직원들을 복종시키라고 폭력을 강조하거나 퇴근시킴과 동시에 누군가가 감시하고 있는 자신의 숙소에 도착과 동시에 바로 출근을 해라고 닥달한다던가.... 말을 듣지않는 직원에게 전기충격을 가하라고 명령을 내리기도 한다. 이 부분은 전기충격을 가해야만 다음 층으로 넘어갈 수 있는데 우리가 업무를 하다보면 어쩔수없이 다른 직원에게 좋지못한 행동을 하게 되기도 한다 이러한 부분을 전기충격실험을 비유해서 보여주는데 이런 행동도 자주 할수록 어느세 죄의식이나 고민은 사라지게 되고 그것을 즐기는 괴물로 변모한다. 하지만 반전이 있다면 또 다른 층에서는 총을 쥐어주고는 다른 직원을 죽이라고 하는데 죽이지 않고도 다음 층으로 향할 수 있다. 우린 다양한 상황에서 거절할수 없기도 하고 거절할수 있을수도 있지만 직장생활에서 이러한 상황은 매일같이 직면할 것이다. 어느것이 옳다고 할수있을까. 과하게 공감하거나 확대해석 하는것일수도 있지만 다양한 생각이 들었다. [/spoiler] 물론 이런 부분은 플레이 하는 사람마다 다르게 느낄 수 있다는건 거듭 강조한다 단순히 기이한 공간을 탐험하기를 원한다해도 만족할 수 있는 게임이다. 혹은 독특한 의미 혹은 비유가 숨겨진 특이한 장소를 탐험하는 미스테리 게임으로 접근해도 좋다. 다만 직관적인 스토리나 쉽게 해석하기 힘든 , 즉 해석 난이도를 떠나 해석 자체가 명확하지 못하거나 흔히 '있어보이는' 기이함을 강조한것을 싫어하는 사람이라면 이 게임이 맞지 않을것이다. 보통은 일단 이 게임의 비주얼적 방식으로 이미 구매를 할것인데 , 그러한 아트 감상 목적으로도 이 게임은 충분히 사볼만한 게임이라고 생각한다. 물론 플레이를 하면 초반부가 생각보다 지루하다. 오히려 중반부터 점점 행동이 많아지고 숨겨진 요소가 많이 등장해서 흥미진진해진다고 보면된다. 다행인점은 클리어 후 원하는 층을 정해서 자유롭게 탐험이 가능하다. 도전과제 관련해서 게임을 2번하기싫어하는 사람에게는 장점으로 작용할것이다. +여담으로 중간에 시바견 쓰담쓰담은 꼭 해주도록하자!
I feel like the tedium I experienced with this game is the point. I didn't finish it because all the tasks started blending together and didn't really involve thoughtful execution. I wish it was what I imagined from the trailers where the tasks became increasingly ominous and the tone shifted over time. I like the art a lot, especially the UI/computer stuff, I just needed something to do.
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