
In this papercraft roguelite, explore a mysterious mansion floor by floor. Solve puzzles, battle enemies and complete quests as you unlock new abilities to aid you on each run as you solve the mystery behind the Paper Cut Mansion.
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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, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
game has incredible potential. cools themes, neat designs, some neat stuff. but tragicly they abandoned it in a rough state. bug here and there, some terrible balancing, glitches, and a rough boss fight (dmg zones dont match hitbox for both the player and the puzzle to beat it). i would not recommend anything by this developer/publisher if this is the state things are abandoned in.
[b]This review does not contain any spoilers.[/b] [h1]Paper Cut Mansion is well-crafted, charming roguelite in which you explore, solve puzzles and fight to escape a haunted mansion.[/h1] It has a right amount and variety of everything. Each level has a theme and 3 "dimensions" to explore, filled with traps, enemies, challenges and puzzles. It's atmospheric and tense. The artstyle is lovely, very charming and an obvious work of passion, crafted from hundreds if not thousands of hand-drawn images. The voice acting, as little as there is, is also very good, and the OST has a very nice spooky Halloween vibe. The combat is often lamented to be too simple in other reviews, but as someone who is more exploration and puzzle-oriented, it presented just the right amount of challenge to me. Definitely recommending it unless you're looking for a combat-focused experience!
Игра середнячок. Разок её пройти можно, но... проходить ее over 9999 раз ради 27 концовок сомнительное удовольствие при учете того, что игра вообще не реиграбельная, и не вызывает желания проходить её даже второй раз. С натяжкой оцениваю положительно за необычный визуальный стиль. А сама игра как игра, и тем более как рогалик - такое себе...
Paper Cut Mansion, developed by Space Lizard Studio and published by Thunderful Publishing, is an ambitious blend of roguelite mechanics, mystery-solving, and horror wrapped in an unforgettable papercraft aesthetic. At its core, it is a game about curiosity and repetition—a detective story filtered through surrealism, where every layer of the world seems to fold back on itself like a piece of paper being cut and rearranged. You play as Toby, a police investigator who finds himself trapped inside a strange mansion that exists beyond logic and reason. Each floor is procedurally generated, each room a piece of a grander puzzle, and every run through the mansion brings you closer to uncovering the truth behind why you are there at all. It’s a setup that blends the narrative intrigue of a psychological thriller with the punishing loop of a roguelike, where death is not an end but an opportunity to start again with new insight. The first thing that stands out about Paper Cut Mansion is its visual identity. The entire world looks as though it has been built from folded cardboard and stitched-together paper cutouts, creating a handcrafted aesthetic that feels both playful and eerie. Characters, furniture, and even monsters look like they’ve been assembled by hand with scissors, glue, and imagination, and this attention to texture makes every environment feel tangible despite its stylized form. Light filters through slits in paper walls, shadows flicker in strange geometric shapes, and the constant rustling of cardboard footsteps reminds you that you’re in a fragile, artificial world. It’s an art direction that not only sets the game apart but also enhances its atmosphere—every creak and fold of the environment mirrors Toby’s psychological descent into confusion and paranoia. The sound design builds on this theme beautifully, balancing subtle ambient tracks with unsettling hums and occasional bursts of music that feel as if they’re coming from another dimension. Even when the gameplay falters, the world of Paper Cut Mansion remains fascinating to explore because of how cohesive and imaginative it is. At its heart, the gameplay is built around exploration, deduction, and survival. Each floor of the mansion is divided into multiple dimensions, each representing a different aspect of Toby’s mind. The “Neo Cortex” dimension is focused on investigation—here you search for clues, interact with objects, and gather evidence to piece together fragments of the overarching mystery. The “Reptilian Complex” is where combat takes place, forcing you to fight off monstrous paper creatures that lurk in the dark corridors. The third realm, known as the “Limbic System,” introduces environmental hazards and survival mechanics, draining your health as you race to escape or find warmth. Switching between these planes is not just a gimmick; it’s integral to progression, as certain doors or puzzles can only be accessed in a specific mental state. This multidimensional structure adds a unique rhythm to the game—moments of quiet investigation give way to bursts of panic and action before returning to reflective exploration. It’s an idea rich with potential, and when it works, it creates a captivating sense of variety and tension. However, Paper Cut Mansion’s gameplay loop can also be inconsistent. As with many roguelites, repetition is both its strength and its weakness. Each run through the mansion is procedurally generated, offering new layouts, puzzles, and enemy configurations. While this ensures that no two playthroughs are exactly the same, it also means that the game sometimes sacrifices handcrafted design for randomness. Some runs feel balanced and engaging, while others can feel slow or disjointed, with key items placed in awkward spots or objectives that require tedious backtracking. The puzzle design is often creative but occasionally too simplistic, and the combat sections—though atmospheric—lack the tightness of dedicated action games. Enemies move erratically, and the camera can make close encounters frustrating to manage. The difficulty curve, meanwhile, can be uneven: one run might breeze by with manageable challenges, while the next feels punishingly unfair. The game’s roguelike structure means that death is always around the corner, and while evidence and certain unlocks carry over between runs, the need to restart from the bottom floor can make progress feel slow, particularly in longer sessions. Narratively, Paper Cut Mansion takes a psychological approach. Toby’s journey through the mansion becomes a metaphor for self-exploration, guilt, and redemption, though the storytelling is deliberately fragmented. Each clue you uncover contributes to a greater picture, and the mansion itself acts as a mirror of Toby’s subconscious—its rooms shifting, its inhabitants reflecting pieces of his past. There are multiple endings to uncover depending on the evidence you collect, and these conclusions range from hopeful to deeply unsettling. The game’s strength lies in its ability to keep you curious, always wondering what new revelation or eerie twist awaits behind the next paper door. Yet for all its intrigue, the narrative pacing can sometimes falter under the weight of its roguelike structure. Because progress resets with every death, the emotional momentum occasionally stalls, and the impact of the story’s revelations can be diminished by the repetition of gameplay. Still, the combination of mystery, atmosphere, and symbolism gives the game an intellectual and emotional weight that many roguelites lack. Technically, the game performs competently, though it is not without flaws. Controls can feel slightly stiff, particularly during combat, and the camera occasionally struggles in confined spaces. The inventory and interface are simple but functional, though some players may find the lack of detailed tutorials disorienting at first. Performance-wise, Paper Cut Mansion runs smoothly on most systems, and its lightweight art style helps maintain consistent frame rates. The audio-visual presentation, coupled with the game’s surreal design, compensates for these mechanical shortcomings, but there’s a lingering sense that a bit more polish in control and pacing could have elevated the experience considerably. Despite its imperfections, Paper Cut Mansion succeeds in carving out a distinct identity in the roguelite genre. Its papercraft world is one of the most original visual settings in recent memory, and its combination of puzzle-solving, exploration, and psychological horror makes it more than just another procedural adventure. It’s a game that rewards patience and curiosity—one that invites you to slow down, observe your surroundings, and piece together meaning from fragments of imagery and sound. The repetitive nature of its design may frustrate those who expect constant progression, but for players willing to embrace its rhythm and atmosphere, the experience can be hypnotic. There’s something deeply satisfying about the act of peeling back the layers of the mansion, one floor at a time, until the picture becomes clear. In the end, Paper Cut Mansion is a game defined by its imagination. It’s a surreal detective story told through the language of paper and glue, a world that feels handcrafted in both art and spirit. Its flaws—uneven pacing, repetitive encounters, and occasional mechanical roughness—never fully overshadow its creativity or ambition. Like the best works of interactive art, it invites interpretation and rewards persistence. It’s an experience that lingers not because of its polish, but because of its personality. Space Lizard Studio’s experiment may not be perfect, but it’s haunting, memorable, and entirely its own—a testament to what happens when developers dare to fold familiar genres into something beautifully strange. Rating: 6/10
Güzel oyun, ancak oyunun gerçek oynanış cephesinde hala biraz cilaya ihtiyacı olabileceğine katılıyorum. Çok eğlenceli bir bulmaca çözme, sıkıcı olmayan getirme görevleri ve çok zor olmayan ancak ara sıra koşmanızı sağlayan dövüşlerin bir karışımı. Oyunun grafikleri çok iyi yapılmış, karton kesikli detaylar iyi uygulanmış. Çevreyle etkileşimde bulunurken öğeyi hareket ettirmek ve onu her yönden görmek eğlencelidir.Müzikler ortam durumuna uygun ve keyifle dinletiyor. Bazı yerlerde kendini tekrar düşen oyun yapımı var fakat can sıkıcı bir noktaya gelmiyor. Oyun SteamDeck'te gayet keyifle kendini oynatıyor, Steamlink sayesinde çok fazla lag'a maruz kalmadan Televizyonumda da gayet keyifle oynadım. Sanat tarzı ve yapısı itibariyle eşsiz bir oyun kendi has...Işıklandırma ve efektler de harika ve düşmanlar ne zaman ve nereye saldıracaklarını açıkça gösteriyor. Tuzaklar genellikle yeterince zorlayıcı, Onlardan kaçınmak için hızlı davranmalısınız ama kesinlikle kaçma şansınız var. Oyunun eski tarafı telafi edilemez olmamakla birlikte mouse hareketleri biraz yavaş geldi bunu ayarlar kısmından halledebiliyoruz. Bu ayarlamayı oyun esnasında değilde, ana menüden yapmamız, biraz eski taraf diye bilirim. Kamera açıları ve kontrollerinde biraz daha farklılık ve çeşitlilik olabilirdi diye düşünüyorum. İncelememi Steam doları kuruna geçtiği zaman için yazıyorum. Türk Lirasında 12.80 TL ye almayan arkadaşlar Oyunu büyük indirim dönemlerinde alabilirler. [url= https://www.youtube.com/channel/UC7kb1P8gPsPdGaGRjecp7qg] 🎮 🎬 YouTube Kanalım! 🎬 🎮[/url] Sizlerde ricam , [url= https://store.steampowered.com/curator/39106623-KnightReview/] Kuratör Sayfamı [/url] takip etmeniz,benim için önemli... Desteğinizi esirgemeyiniz. Buraya kadar okunuğunuz için teşekkür ederim. [url= https://steamcommunity.com/groups/KnightReview/] Steam grup sayfam. [/url] Ayrıca [b]Space Lizard Studio[/b] oyunu ücretsiz olarak ulaştırdığı için teşekkür ederim.
very nice game. looks stunning, spooky, and has some scary moments. highly adviced as a casual game. wouldnt play a lot, though. replayability is high, but it can get (even if rarely) boring
It's clear that a lot of passion and originality was put into this game, but it does not offset the lack of gameplay focus, poor core gameplay loop, and really bad UX.
I got this at a 92% discount and I can completely understand why people who had to pay more for it were disappointed. I also want to acknowledge that this is only the 2nd rogue light I play the first one being Castle Doombad Classic. I don't doubt for a single solitary second that there are significantly better rogue lights out there and I do intend to play those Pros: Genuinely memorable art style that is actually acknowledged like the game itself says that it sure is weird that these former flesh and blood people are now paper cut outs. Does just barely have enough variety and complexity at least in my opinion for at least entire one entire run which if you don't die that first one might about two to three hours for me with the deaths it was about six hours. Personally the only bugs and glitches I ran into were very rare - a stutter that never lasted more two to three seconds and not even once did it lead to me me taking damage or the like, and this thing where sometimes it would seem like there was nothing to find in a place that the game highlighted as significant. The randomization strikes a balance between keeping you on your toes every second of playing but I never found myself myself screwed by random chance. Easy to learn but difficult to master. Personally I loved the songs tho I'll admit some lyrics are silly. It's one of those games that really rewards if you do certain things early because you will be able to take advantage of it for the rest of the time you play that same save. over all the combination of the various elements come together to create something that I am quite happy to have spent some hours on and will probably play more for additional endings even if I would not say it ever reaches excellence. While I am obviously not suggesting that this is the only of its kind I do think it bears noting that combining survival horror and Rogue light is inspired. The idea of the three different dimensions works fairly well because you approach all three so differently and are always thinking about which one you want to use next. By and large enemies including bosses are not tedious and frustrating You just have to figure out how to approach them - There's really only one tedious boss fight at the end it's not even the entire fight and frankly I did not find it particularly tedious Like I'll take it over quite a few Prince of Persia boss fights and those are games that I love. Like many other recent games this sometimes goes for difficulty that can resemble old school but enemies will Telegraph their attacks just enough so you know where it is safe to Be. Cons: While this was nowhere near as bad as reviews make make that one sound This did remind me of what I've heard about the Silent Hill Rogue light. None of the elements here are that impressive on their own. Combat is slightly clunky and target lock doesn't always seem to work. While I can only compare this to Castle Doombad Classic I have read others say that this is too long for a rogue light and certainly I doubt I could get all the way through one run of this in less than an hour where for aforementioned rogue lite it takes me about 10 minutes and I've seen some say that around 30 minutes is a good run length for the sub genre. Like literally every other RPG element game that I've ever played there are at least some things that you you might choose and then deeply regret(not sure what the dog trainer thing is good for) although the rogue light means once you have found something good as far as equipment goes you can have it from the start of the next runs. The following is essentially neutral but just something worth noting: The puzzles in this are not particularly difficult The vast majority of the time. Mildly recommended
Still playing it but so far i like it, playing w. a controller makes it a bit less clunky but all in all im enjoying it very much.
A beautiful presentation, all hand-drawn and paper-shaped as the name of the game implies. You're introduced to each level with songs that remind me of Tim Burton, full of naive desperation that fit the spooky theme of the game. The exploration is always pleasant, despite the combats being a bit basic. I'm not convinced the choice of making it a roguelike was the best one though, because of how long it takes to finish each floor. There are still surprises in each playthrough, but you mostly do the same thing. So the random level generation isn't really justified. And a final boss being a succession of unclear objectives isn't very motivating to restart everything all over again after you die. But still, giving it at least a first try is very pleasant. I've also experienced a certain number of bugs. The most baffling one is that it's impossible to get out of the screensaver that appears on the main menu after a while. And the controllers aren't fully supported: the keyboard and mouse inputs are displayed instead, and some puzzles still require to use the keyboard because no input of the gamepad works. It's a bit disappointing to see such obvious issues still not fixed years after release. But like I said, it's still worth giving it a try. The positive largely outweighs the negative, if only for the fact that the atmosphere and voice acting are spot on in what it tries to do. 7/10 Edit: I forgot to mention that this game absolutely needs to add maps.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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