
You're a security officer deep within Area 51. Scan the staff, verify clearances, and decide who can enter the elevator and who absolutely mustn't leave. The deeper you go, the less certain you are that anyone standing before you is still human.
Modeled estimate, not a reported figure. How we estimate →
Security 51 is an atmospheric security guard simulator inspired by Papers, Please, and SCP paranoia. You're on duty in the underground bunker of Area 51, where the most dangerous part begins at the elevator: the shaft descends for miles down to unknown levels. Whether it's laboratories, anomalies, inhumane experiments, or something alien—you're not supposed to know. Your task is simple: let in those who have access and stop those who don't... even if everything looks "right" on the surface.
Everyone who passes through your checkpoint carries papers and passes. Your job is to check names, positions, clearance levels, and time, ensuring the number of people entering and leaving matches, and pay attention to any oddities. As time passes you'll catch yourself thinking that something's wrong more and more, and the only thing to rely on will be the protocols. But even they can be wrong.
With experience, you'll gain increasingly more accurate methods of identity verification, such as blood testing. Did that janitor simply open the wrong door, or are they a spy for an enemy government? Or are they not even human? When in doubt, quarantine the suspect. Sometimes you'll make mistakes and lock up an ordinary employee, and sometimes you'll find a titanium cell ripped open from the inside. Some decisions will have immediate consequences, others only after several shifts.
The consequences of every mistake go far beyond issues in the workplace. Let the wrong person out, and the infection will ravage the city. Isolate suspicious employees, investigate anomalies, and launch new operations to contain the threat before it's too late.
Remember, it's not just about who you let in, but who or what you let out into the world.
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Add-ons
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Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 368 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
That was a nice game to play, but it tends to be really tedious and sometimes boring if you want the final ending (this one being, for my part, satisfying to finally get and a little bit disappointing because of the lack of answers). Still enjoyed most of my time playing it.
A cool and fun papers-like game. Must play if you like the genre!
So the game is fun and the negative reviews dont do it justice because the game is great. Gameplay is fun but the story is weak probably because a good story wasn't really promised. I personally will go for as many achievements as i can because i think game to me is good, fulfilling and its fun mechanics like blood sampling are really cool
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Languages: English, Simplified Chinese, Russian, French, German, Spanish - Spain, Traditional Chinese, Polish, Portuguese - Brazil, Japanese
| $9.99 |
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| #49 |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 368 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Excelente
cool game ig
good
Very good game. I've only played till one ending tho. Lots more to discover!
buen papers, please
I like this so far, a fun checkpoint game, longer than I expected, worth the cost.
Overall I have enjoyed it (but see update at the end). It is similar to Papers Please but with its own scifi personality. Some features could be better explained, such as the isolation ward. What are the different tests and why choose one over the other? What are the consequences of the different choices (kill? release? what difference does it make?). What do the the subject states mean (should I keep treating someone who is paranoid? calm?). How should I weigh ward composition (better/faster outcomes with more individuals with a particular affliction?). I see stuff happening and I make choices, but I dont really feel like I know why or what difference it makes to the overall story. Also, the connection between your actions and the broader situation inside and outside is not clear - you are just doing your job and stuff is happening. There is no sense of individual continuity with someone coming in one day with one weird malady and another day with something else. Is it connected to something you did? Something going on outside? Something going on in the facility? Maybe, but you dont really feel like you have any idea and you dont really feel like you get to know or care about the people you are checking every day (Amr came in with a weird infection today and I called security and they dragged him out in a body bag, does that mean I wont see him back tomorrow but now with an alien heart? I dont know, I wouldnt notice, and I dont know if it would even matter). Maybe it starts to make more sense later on (I am only on level 2, day 14) but for now it is fun but not very deep and supposedly that is what motivates multiple playthroughs to get different endings so I'm hoping that improves. I still recommended it because I enjoy the overall gameplay and the look, but I understand some of the more negative reviews about lack of clarity, depth, and challenge. It is a logic puzzle game with gadgets and some minor time pressure, resource management, and strategy elements. It isnt Papers Please. (review and recommendation updated below after reaching endgame) ok, I got to the endgame with the branching timeline and I am going to have to change my recommendation to a no. It is clear that there just wasnt enough thought (or maybe just time) given to this and other key elements of the game. I was hoping that the earlier lack of clarity in the consequences of your actions and choices would get better as you got to the end, but it is exactly the opposite. Now you are supposed to go back and redo sections to make different choices to get different outcomes, but you still have no idea how to do that because you have no idea what those earlier choices did. The endgame actually compounds the earlier problems rather than resolving them. The prospect of going back and redoing earlier sections (endgame branching mechanism) just to get different, essentially random (because you are given exactly zero information on how your choices matter), outcomes is not appealing and I dont intend to do it. Overall the gameplay is fun, but the lack of information on the choices you make and their potential consequences is a real disappointment and turns what could have been a clever choices-matter game into a mindless mini-game clicker with a cool look and vibe. I think that it could be saved with a serious effort to give players real information to guide choices, but until then I cannot recommend it.
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