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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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 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
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.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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
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.
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.
'The absurdity of office work.' A theme that's been over-exploited by indie video games ever since Stanley Parable opened the way and showed the world how much clout you could gather by clumsily emulating Portal's sarcastic wit. Pager is one of the laziest representatives of this trend I've ever played. Why bother constructing any semblance of a story, progression, or context to anything? Just randomly mix in stuff to make a certain amount of levels and be done with it. After all, what better way to denounce 'the absurdity of office work'? The graphics looked cool in the trailer vids but in fullscreen the overdone dithering filter will make your eyes bleed and the interesting visual ideas are few and far between, with a bunch of references to the backrooms, Twin Peaks, The Shining... Also note that you won't be able to change the controls, so if you're using a non-wasd keyboard you'll have to install a virtual wasd disposition and switch to it when playing (pretty easy to do). Thankfully, since the game has virtually no gameplay, this shouldn't be much of an issue.
very cool
i was rewarded a violent vertical gif for throwing a tiny man into the ocean 10/10 would follow the trajectory equivalent to the orientation of fish again
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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