
A peaceful game of choice and chance as you explore the dark dungeon floors. Gameplay is based on choice: do you fight the creature, or try to run away? Do you take the potion? Spin the wheel? Drink the milk? Smash the crate? Hack the lobsters? Left door or right door? Make your choice!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Unfortunately it's terrible and just because of two thing: Descriptions are too vague and the missions are too hard to do. I had to collect FIFTY FIVE brooms and it took me 7 hours to collect them. now imagine doing this 9 more times to unlock the other characters.
It's a bit... egh. Time and time and time again do I wish we had a middle ground option on Steam. It's not "terrible", but neither is it all that good. Maybe with a lot of refinements and tweaks it could be a good game, but as it stands it's just a bit too... Mobile janky.
It's a very simple game and ideal for some casual gaming. If you're looking for more than that then this might not be for you. Having said that, there's plenty of hidden secrets and lore and, as simple as the game is, I do keep coming back to it and enjoying it.
I can tell that this game is made by a true roguelike lover. It lacks a littlebit of polish here and there (some sorting order for enemies and environment elements) and there is quite a few stuff which are not explained and that may lead to you to death in a pretty frustrating way from time to time. But, it has many elements that i really love from this kind of game: - unforgiveness - thrill of exploration - understand things by their context I wish orangepixel could just invest more in polishing some really minor detail but the game is really fun and a high recommendation to all roguelike lovers.
very simple and fun time waster. short sessions
Sir Questionnaire, developed by Orangepixel and published by Orangepixel in collaboration with HandyGames, is a deliberately slow-paced and introspective take on the dungeon crawler formula that places decision-making at the absolute center of the experience. Rather than relying on reflex-heavy combat or complex action systems, the game is built around a steady rhythm of choices and consequences, asking players to think carefully about every step they take. From the moment you descend into its procedurally generated dungeons, the tone is clear: this is a game about judgment, risk assessment, and living with the outcomes of your decisions. The core gameplay loop is deceptively simple. Each room presents a scenario—an enemy encounter, a chest, a mysterious event, or a branching path—and you are asked to choose how to respond. Fight, flee, investigate, ignore, or take a calculated gamble. These binary or limited options give Sir Questionnaire an almost tabletop-like feel, as though you’re flipping through a living dungeon master’s notes rather than navigating a traditional action RPG. Combat itself is turn-based and abstracted, with outcomes shaped more by preparation, equipment, and prior choices than by tactical maneuvering. This design makes the game highly accessible, removing time pressure entirely and allowing players to engage at their own pace. Procedural generation plays a major role in keeping the experience fresh. Each run reshuffles room layouts, encounters, and rewards, ensuring that even familiar dungeon depths unfold differently from one attempt to the next. This randomness works hand in hand with the decision-driven design, as players can never fully rely on memorization. Instead, progress comes from understanding systems, recognizing patterns, and learning when to be cautious versus when to push forward. Quests further reinforce this risk-versus-reward structure, with harder objectives promising better loot while demanding sharper judgment and a greater tolerance for loss. One of the game’s more distinctive features is its codex system, which encourages documentation and discovery. By “photographing” enemies, objects, and notable events, players gradually build a record of the dungeon’s inhabitants and hazards. This mechanic adds a subtle layer of meta-progression, rewarding curiosity and observation rather than raw power. Over time, the codex becomes a personal archive of your adventures, transforming repeated runs into a process of learning and cataloging rather than simple repetition. It’s a small system, but one that meaningfully reinforces the game’s contemplative tone. Visually, Sir Questionnaire embraces a clean and restrained pixel-art style that recalls classic roguelikes without leaning too heavily into nostalgia. Environments are readable and functional, prioritizing clarity over ornamentation. Character and enemy designs are expressive enough to convey personality, even within the game’s minimalist framework. The audio design is similarly understated, using ambient sounds and subtle effects to create a sense of isolation and quiet tension rather than dramatic flair. Together, the presentation supports the idea that this is a game meant to be absorbed thoughtfully rather than consumed at high speed. The experience is not without its limitations. Players expecting deep narrative arcs, branching storylines with dramatic payoffs, or mechanically rich combat systems may find the game’s restraint frustrating. The reliance on procedural encounters and repeated decision prompts can feel repetitive to those who crave constant novelty or spectacle. However, for players who enjoy games that reward patience, foresight, and a willingness to accept failure as part of learning, this repetition becomes part of the charm rather than a drawback. Ultimately, Sir Questionnaire stands out by committing fully to a philosophy of choice-driven design. It offers a quiet, methodical alternative to the bombast of modern action RPGs, focusing instead on tension, uncertainty, and the satisfaction of making smart decisions under pressure. It’s a game that asks you to slow down, think ahead, and respect the dungeon as an unpredictable system rather than a playground for power fantasies. For fans of roguelikes, turn-based adventures, and thoughtfully minimalist design, it delivers a consistently engaging experience that proves depth doesn’t always require complexity. Rating: 5/10
Starting initially it freezed my PC for about a minutes with strange OS noises, freezed forever both of my running idle games and it crashes when you tab/focus out on your desktop or wherever. There is no window mode in video options to avoid this. Also, the game has an boring gameplay loop (even for me!) and too minimalistic meta progression, if you wanna call it that. When I got this game to run smoothly I finished the boss within an hour by accident. There are some ways to reach without knowing how to. Also, and that is no spoiler: you cannot open gates with golden locks with your golden keys. Case closed.
I'm digging it! It's an easy-to-grasp mini-RPG that's perfect as a pallet cleanser in-between longer gaming sessions (or boring movies). The core game-play consists of you making one of two choices during every stage, which might consist of fighting a creature, speaking to an NPC, buying items, and searching an area. There is an area to the right where all of your items are stored - navigating this takes some getting used to, but you'll be a dungeon-conquering master when you do! Do yourself a favour and grab it.
Cool and a simple game with great pixel art. You have so many items to choose in your inventory but you have only two options to choose. There are various areas of dungeon. I would recommend it fully.
So simple and minimalistic game and hard and unforgiven. Fun when you get futher in if i ever will lol. Iam far from progressing far in the game, but i still keep trying. On sale its recommended for sure but thats how far i would take it. The price tagg is not high but ccontent getting i dont know how to explain it further. Just wish there wher more things added to the game. Next game maybe not getting killed so early in? lol
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