
Room231 is a single player horror game, which is based on the famous creepy pasta called "Backrooms". Player must find an exit to leave room231 and reach the truth of room231.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
진짜 식은땀 흘리면서 했어요 손에 땀이 그냥 ;; 난이도도 꽤 어려워서 쫄리는 맛이 더 극대화 되네요 개꿀잼 최고
游戏已经通关了,游戏很难,很有挑战性! 玩了很久,终于通关了,基本上每一关都会玩好长时间。因为很难! 游戏质量很高!
整个游戏只会靠一惊一乍的音效来吓人 后期蜂巢迷宫那一段 你自己玩过吗 起码有100个房间!呕! —来自斗鱼GUMIsama是神仙
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 30 reviews with recorded playtime.
I'm loving the game ,its great but the water texture in the flooded house isn't working, books not showing up. Any help would be great:)
The game might also be interesting, but the monster are so ♥♥♥♥♥♥♥ ♥♥♥♥ that they ruin the experience completely. At the idiotic smile in the abandoned place I was just "No". Dude if you are not a modeler, buy a ♥♥♥♥♥♥♥ asset on a store. First refund I ask on Steam.
更新后木屋那关不卡bug根本过不去而且死路前莫名其妙的刷一个白色方块纯纯靠bug运行的游戏那些恶心的关卡和bug作者自己玩过吗?
A mundane cheap jumpscare kind of experience. This is good if you simply want to walk around and getting "BOO" like in a haunted mansion or ghost house. I admired the environment and atmosphere though. Quite decent. But the layer and the depth are not existing here. This has a quality of hearing your teenager friend telling a ghost story to impress girls in your group. Lack of imagination, Lack of technique, Lack of patient. As I have said, This game is good if you got nothing to do or just want to burn away your time doing much of anything. Give this a go on heavy discount, The price tag should already gave you a clue on what you'll get.
I'm gonna do a honest review of this game and maybe some things that could be better seeing most reviews don't really go in depth with what is actually wrong with the game. This games needs a lot of refinement to feel playable. The first level of this game, i noticed a lot of problems with communication. To start off, the entities that are invisible and clap when you get too close there is one that moves and it is horribly communicated that it moves. I suggest adding another layer of feedback to communicate to the player that it is moving. Another problem with communication is the lack of guidance in this game. I've been in multiple situations where i got completely lost because I wasn't sure where to go once the room changed. Even when there was some guidance some of it led to dead ends that just made you backtrack through the level. Secondly, the first level is supposed to be a mechanic reference to the game P.T. but there is some extra added puzzles that don't have good pacing or organization. The first main puzzle I missed was the red buttons. I only missed these simply because I didn't even know I had to be looking for them. The level alternates between not having a button puzzle to having a button puzzle. So while moving through the level, I had to constantly check for buttons even though there were no buttons present. Being that the first level is like PT, things change every loop and what changes can vary from small details to big details, so its hard to classify what has changed and what puzzle I'll be looking for. The second level of this game is pretty much a test of the players patience and intelligence in a really really poorly executed way. If I have to bet the second level has the most poor attrition rates of the entire game. The second level is so bad that i straight up wanted to quit and not come back. The tile puzzle in the second level is entirely based on trial and error. Most people do not have the attention span nor the patience to deal with that kind of game play. Not only that but this is supposed to be a horror game not a game designed to make someone rage quit. To put this in statistical values, each tile you move you have a 20% chance or a 1/5 of getting the next tile correct and you have to do this for over 20 tiles. Each time you hit the wrong tile you have to restart from the beginning and keep a mental memory of the correct path. Just looking at those values screams the puzzle is a massive time waster. To make it even worse, half way through the puzzle the game forces you to go faster which risks a chance of mistake and having to restart. This puzzle alone shatters any want to play this game as there is worry that the rest of the game is going to be similar essentially nullifying all the time and effort you put into making the rest of the game. While I still beat the puzzle I ended up quitting due to a lot of other design choices that simply wasted my time or broke my immersion of the game. (Showing the outside of the map in any form is a break of immersion and not placing important details where the players wont miss it to prevent aimless wander) In the end you need to either decide to make a game built specifically on aesthetics and no mechanics or learn how to do pacing and communication for mechanics. A game built with good aesthetics but poor mechanics is always going to fail because at the end of the day mechanics is what makes a game fun. It doesn't matter how good your game looks if it plays horribly.
更新之后依托狗屎,一堆问题,有的能卡BUG,有的就过不去,想要一次性过基本没可能,纯纯的恶心人,搞这种不如去你妈B里重造。
Ai Slop
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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