
What is inside the Red Fridge? Collection of six episodes of psychological analog horror. Tour through liminal spaces filled with surreal events and uncanny strangers. Inspired by retro horrors of the PSX era.
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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, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Korean, Russian, Japanese
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
After a strong start in "For Daddy to Work", it quickly descends into a melting pot of tedium, mundane half-executed ideas, with none of the originality shown in the initial gameplay segment making it through to the rest of the game. For a supposed horror game, it lacks scares and the 'twist' is obvious around halfway through the game. Most egregious is perhaps a level which involves driving in a car, which is so monumentally dull and long-winded I'm sure it was devised purely to drag playtime beyond two hours so it could not be refunded.
This gamer/reviewer will attempt to explain what about The Fridge Is Red seems so compelling to many, and why TFIR is worth the time of many gamers (and that is no simple task considering the degree to which so many players have spoken out.) Perhaps the answer can be summarized simply: the horror in TFIR resonates so strongly (perhaps too strongly for many players) because the horror of TFIR is not the comfortable and escapable horror of zombies or attacking space aliens, but instead it’s the reality that people experience every day of their lives, which then becomes expressed in the most cyclical and inescapable nightmare scenarios our minds can concoct. Where does game-context IRL end and the nightmares begin (if nightmares are truly even what the game so vividly expresses)? That mostly indefinable, significantly nebulous point separating reality and nightmares seems perhaps best identified as… The Fridge Is Red. We all, including TFIR developers, know why nightmares are so terrifying. Whatever logic we possibly encounter there is contrived and specific, and we are trapped there with our only resources being any possibilities for escape that may lie within ourselves, and perhaps then only after we realize where reality ends and the nightmare begins. But does that point of separation actually even exist? TFIR seems to say that it may not, and to say so with frequent, potentially karmic, brutality. So, when the actions of living become horror in themselves due to their cyclical and inescapable natures (and they then translate into our worst fears, expressed as nightmares or similar) we have few tools to protect or extract ourselves. This all too frequently results in endless circles of wasted effort, confusion and frustration with the contrived “rules” encountered within our dreams. That is perhaps the best way to summarize TFIR: endless inescapable circles/cycles based on the very actions begun in our waking lives but magnified geometrically once nightmares are given free reign with the most hellish personal aspects of our lives. You live a private life of guilt, fear and loss? The Fridge Is Red says that the hell you live will only be magnified by how you process that pain and fear internally. As TFIR developer, cosmonaut wrote, “….we often have to deal with a soulless system in our lives, especially where we need ordinary human empathy the most. We tried to show that in our game.” And in at least one player’s opinion, SWORD Team succeeded unconditionally. The Fridge Is Red is made of six individual stories that seemingly originate in the waking world, and without connection with each other. It doesn’t take long for connections between the various scenarios to be apparent, as each one quickly migrates to a hellish state with little means of exercising control, understanding or solution. While all six scenarios are shown in time to be connected (if only seemingly peripherally), when the game is completed, the story told is a truly horrible one from the character’s IRL, as heartbreakingly permanent as any story imagining could create. The point of TFIR seemingly being, “nothing in your nightmares will ever begin to prepare you for the horror within the waking life you live.” Admittedly, The Fridge Is Red is not a horror game for everyone, even if it’s questionably either a “game” or “horror” (although it is most assuredly horrible.) Sometimes games feel too real to enjoy entirely as a game, and perhaps should be experienced more as a life lesson. TFIR seems to belong on that list. Perhaps the negative reviews say more about those choosing to play TFIR than the game itself, and it is unfortunate that a large number of players have failed to notice what may be (as developers have implied) the true point of TFIR. Yes, TFIG is painful and confusing to a maddening degree, but that’s because it’s meant to reflect the life we each live, and The Fridge Is Red succeeds both admirably and uncomfortably. While I’ve seen TFIR referred to as a “walking simulator”, I’m not sure that observation actually hits the mark. It’s a game involving substantial searching, puzzle solving, and with much trial and error as numerous out-of-the-box solutions toward escape are attempted, with failure resulting in restarting the episode or returning to an earlier point. I’m admittedly a purposefully slow gamer, and with almost 13 hours of “loving almost every minute” gaming in TFIR, I’ve managed to solve all but one episode, and have seen how all (completed thus far) episodes come together at the end for a final bout with brutal reality. I can imagine that many gamers want games they can exit and walk away from, and The Fridge Is Red is as much (with apologies to Lizzo) “not that game” as any game I can recall playing in my almost 40 years of PC gaming. As far as a well-developed game, The Fridge Is Red succeeds (to me) on all levels. The artwork of TFIR is exceptionally effective, and to be commended for walking a fine line with a task that is more demanding than in a more traditional horror game. The sound design is also very effective and using AI voices creates a state of encountering even less humanity when we often need it most (in the thoughtful words of TFIR developer, cosmonaut.) Attentive developers seem committed to their project, and equally committed to making it as good as possible technically, as small issues are steadily and quickly resolved. On a personal note, I’d like to thank the developers for including material that has a very personal impact on my life. (I would not be surprised if most TFIR players were able to make a similar observation, though perhaps not specifically this.) Not only in Seaside, as I noted in a discussion topic, but the connection of that episode with the last one, Chili Handled, reached out to me individually. Just as these issues are connected in TFIR, they are similarly connected in my life, and I was shown myself in a manner that I very much needed to see. Thank you one and all at SWORD Team for helping me survive life at least a bit more effectively. Thank you all for reading. (4K) EDIT: 10/113 It turns out SWORD Team has another game! I'll try to let readers of this review know what I think of it in the near future. (DLing as we "speak".) https://store.steampowered.com/app/814530/Death_Crown/
I play a lot of horror, and The Fridge is Red barely counts as horror. Its scares are few and far between. It seems as if the dev was given a larger TinyBuild-sized budget and didn't possess the confidence to expand upon their idea in a meaningful way. The atmosphere and general ambiance are top tier, but are dragged down by the meandering gameplay. It's disappointing because there are so many good ideas in The Fridge is Red executed in the most pointless, limp way. It tells a bog-standard story with bog-standard gameplay. The first section is actually amazing and features an elevator ride through hell. After that, the game becomes a self-indulgent mess of "tortured father" tropes. I wanted to like it. I wanted to suggest it. I can't in good conscience do either. I hope the developer can take this experience and move on to a project with more oversight, because they've obviously got some bad habits that need to be reigned in.
It was clear that the fridge was red, the rest of the game was less clear. The game and story are good, only the gameplay is very slow and most of the times it isn't clear what to do. For that last reason I had to skip to the main menu three times because I was going in circles and had no clue of what to do. Overall I had a good experience, if you want a walking simulator that doesn't hold your hand for the whole ride, this is your game, have fun!
Edit: Before I got around to playing the rest of the levels in the game a friend streamed it and stuck around for level 5 and beyond where I got and... it's more going in circles. Real buzzkill because some of the horror elements in this are super strong, the references are on point and I want it to be good, but running in circles is annoying not scary and any atmosphere they build gets spoiled by completely lackluster progress gates in each level. Really great concept, some great ideas, very poor execution. Really hoping they clean things up by the time they release their next game, its obvious these guys are talented. While I understand that reviewing things before finishing them completely is frowned upon I have to do it sometimes because I don’t want to force myself through any more of a game, this one is on that list. The best way to describe this game is tedious. Currently, I am a part of the 1.5% of players that have beaten the second level. Yup. The first level takes about 4 minutes. That means that the overwhelming majority of people that have picked this game up have not gotten past something that you start 4 minutes into the game, that explains a lot on its own, but I'll tell you why. Sometimes when it comes to horror games there is a puzzling element to how you are supposed to progress, in this game they said f*ck it and just have you walk in circles forever and ever. I wish I was kidding. I got all the way into the 4th mission until I lost my patience with it, but on the third mission there is a section that I legitimately spent 10 minutes in an archive section of a hospital walking around because there was no discernible hint to the "puzzle". I know I'm not crazy too because I had 20 or so people watching my stream who also were confused as to what I was supposed to do. When I "solved" the puzzle, I had no idea how I did it, and I still cannot figure out how even after watching the VOD or watching my friends play the same level blind. Its ridiculous. The biggest shame of this game is that the style and some of the actual horror elements are really strong. There is some genuinely strong world design and while the spooks arent going to have you jump up a wall, its entertaining which is nice, but I think that this is essentially a 4ish hour game that the developers sadly padded out with tons and tons of confusing progress gates. I don’t know if they just wanted it to get past the 2 hour mark so you can’t refund it or what but either way it results in a waste of time and it kills any atmosphere or spooks they had set up. I wish I was kidding but every single level I played had you walking in circles. The hospital level is literally about walking in circles and good lord do they stick to the theme there. I was so ready to love this, and while I have not finished the entire game yet, when 4 of 7 levels are the exact same, super lame gimmick? I have little hope for the rest. If/when I do eventually play the other levels I'll update this review, but barring a major update from the devs I would be very surprised if this one ever turns around. Damn shame, has a lot of potential. Thanks for reading, I review a lot of games indie and not, if you're curious my curator page is linked on my profile feel free to join and I left comments open if anyone has questions about the game.
Yet again, tinyBuild disappoints with their games. What should be a simple horror game is plagued with bad design decisions. At one point, the game requires you to drive a car for 25 minutes. TWENTY. FIVE. MINUTES. For only maybe a minute's worth of interactivity and payout. The scariest thing about this game is that it was released with such bad design. I paid $0 for this, and I still want my money back.
a simple, moody, feverish, surreal and haunting set of short stories, definitely worth a playthrough. recommend.
Me while playing For Daddy To Work: "Why are people giving this negative reviews? I like it!" Me after getting the baby taken away from me for the first time: "This seems like it might get a little annoying." Me after getting the infernal screeching baby taken away from me for the 9th time after wandering through identical hallways with randomly-generated room numbers for an hour: "Video games are bad."
I really cannot in good faith recommend this. The idea? It's great. A collection of short stories that together are sort of telling us a tale. The individual levels are each probably between 15 minutes and an hour, depending on how long they take you. But I never finished it. This filter. My god, this filter. You may as well play the game with a blindfold on and cover your screen in Vaseline for how easy it is to see anything. I cannot for the life of me understand, why does anyone think this is a good idea? There's a story around...4 chapters in. Where you have to go to a church, and do some stuff. Creepy atmosphere, a neat little encounter, if a bit silly. Then you go into the catacombs and can't see a ♥♥♥♥♥♥♥♥ thing. You're chased by a madman who kills you as soon as he finds you, with limited stamina and the vision of an 80 year old legally blind person with astigmatism. Then the next chapter. You're driving around and looking for parts to help fix your car. So you get to a barn, go inside, and suddenly are hunted. Except the barn is actually pitch black, and as best I can tell, there is no brightness setting at all, or any way to adjust it. You have no light, no way to improve gamma, and your screen is broken up into this horrific blocky nightmare. You'll see people in the reviews reference "the car section" a lot, and it was the point where I was just disgusted and didn't bother. I don't get what happened to this game. The initial idea about the Red Fridge was neat! It was creepy, it was scary, it was nerve wracking. Then the next level or two were...okay. A bit silly, a bit too artsy for my taste, but at least I finished them. But then it was all downhill. I regret purchasing this game. I regret whatever trend is making developers think "filters where you cant see ♥♥♥♥ are the next best thing". I regret the fact that so many people bought this and played *just* far enough to cross the refund threshold and then were too disgusted to bother anymore. Developers, for the love of god, let us boost brightness, and remove this horrific filter in your games. Otherwise, they're just not going to be played; this was one of the worst experiences I've had in a long time with a game, entirely due to the visual design choices.
It's just not good. It feels very poorly crafted. The scariest thing about this game is the fact that they're charging 15 bucks for it and feel proud of that pricing. The facts are: Only 62% of the people beat the first level. 61% beat the second. And then you get to the 3rd level where only 35% of people actually stuck around to finish it. The first two levels are fairly straight forward if a little buggy. The third level is a nightmare consisting of hallways that are constantly changing where you have to go from floor to floor seeking a specific room (but sometimes within the space of one room, you'll end up back where you started). I stopped playing after 30 minutes of running around because it's just not worth the headache that it will inevitably cause, because it feels as if the room I was already in that I'm supposed to go back to just doesn't exist. Important tools also have a bad habit of suddenly disappearing/not working. Levels also don't load in properly forcing you to restart from a checkpoint (which is a plus, because if there were no checkpoints, I feel like more people just *wouldn't* have beat this game), which will also strip you of your equipment. Guess what? Both of these issues appear from the first level. I picked up a flashlight, which I couldn't use, then I opened the elevator doors to just an empty space. If I stepped into it, I fell into the void and got reset to inside the elevator, but when I reset the game, the area loaded in properly, but without the flashlight, which I couldn't use anyway. I don't understand how devs can feel good about just leaving their game in such a state where the most basic components don't even work. You'll have a better time watching someone play it on Youtube who can try to make light of how horrible of an experience this is.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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