
The Keyless: Awakening is a journey through a dreamlike and surreal world, witnessing bizarre, metaphorical and surreal scenes as you overcome simple challenges.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
The Keyless: Awakening is a journey through a dreamlike, surreal world where the lines between reality and fantasy blur. In this first-person 3D experience, you play as a protagonist trapped in a mysterious, endless place.
Explore endless corridors and fields of red roses, face simple metaphorical challenges, and encounter bizarre creatures. Those who have found themselves in this strange place before you have left a note for you to read with their last thoughts.

The game has many interpretations and the gameplay consists of walking and running, alternating simple challenges with bizarre, metaphorical and surreal scenes, each fork in the road will slightly modify the environment and the paths.
It's about going through metaphorical situations, watching the environment transform as you choose a path, and interpreting what you see through the lens of dreams, life and death.
Developed by a single person with Unreal Engine.
Genres
Stats
Languages: English, Italian, French, German, Spanish - Spain, Czech, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian +15 more
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
В оптимизацию забыли. И при запуске игры надо чтобы разрешение экрана было как на компьютере, а не как решили разработчики.
好喜欢这种有病的感觉 为什么我要扮演一个不停找钥匙的角色,为什么门上没有钥匙孔却要找钥匙,为什么可以直接走出去但非要走门,为什么这个门还被门口的小草挡住了!?为什么!?为什么这几个问题有先后顺序?我是不是对他们有不同程度的认同? 玩这个游戏看似是在无差别的无尽走廊里左拐右拐,实际上是在表演一个精神病,这就是乐趣的来源啊,我靠,为什么啊,不知道啊,但是这个有病的使命交在我的身上了,我如此荣幸去完成它 爽啊,我不理解但我好快乐
일단 게임 엔딩까지 플레이 해봤습니다. 게임 내내 든 생각은 이 게임 왜 안끝나지?? 왜 여기서 계속 진행되는 거지? 왜 이게 반복되는 거지? 정말 사람 피로하게 만들고 눈버리게 만들고 답답하게 만드는 게임이었습니다. 굳이 플레이 타임을 이렇게 길게 만든 이유가 궁금하군요
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Trends
Modeled estimate over time.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Öncelikle ilk atmosfer övgüye değer ama daha sonra bir ilkokul öğrencisi tarafından yapılmış gibi görünen ani görünüm, kaba kayalar ve yüzeyler, eksik optimizayon biraz keyif kaçırıyor. Yinede bir bakın derim.
不错
Sin duda una de las mejores experiencias de esta maravillosa vida, por favor si alguien esta leyendo esto que sepa que esta apunto de sumergirse en un viaje transcendental mas allá de la compresión humana 9.9842/10. Ngemva kokuqeda lokhu okuhlangenwe nakho uzovuselelwa unkulunkulu oluhlaza
☀️
👍
korku oyunu değil garip ama oynanabilir
"Find The Key" is a low key asset flip, a bunch of other people's assets assembled badly to make a basic game, typically this kind of thing is done by amateur developers without sufficient budget, talent and/or staff to do the job of game development professionally. It's then quickly rushed into Steam Direct. And, unsurprisingly, this never results in a product with any quality, interest, or value for gamers. This is a lame simplistic first person horror adventure, there's literally thousands of these low effort jumpscare asset flips here on Steam, and this, remarkably, is one of the worst. All you do is explore the same asset copy + pasted a couple of times, with a nonsensical layout and even more nonsensical gameplay. Unfortunately despite being so bad, this game has plenty of equally awful peers here on Steam. So, the game might look better than you'd expect from an amateur project, but this is because it's partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Very little in this game is truly the creation of the "developer", it's just a bunch of rearranged assets. While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "Find The Key". The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. Insultingly, the developer insists that you should play this with a console peasant children's toy gamepad instead of KB+M. Developers should try to be aware which platform they're designing games for. It's the responsibility of the developer to ensure the game runs well on the platform they're selling it on, with the primary peripherals that PC gamers use. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at only 6 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Given that this free title won't increase your game collector count, is it worth your time to add it to your library? Nope. This isn't worth downloading. There's no financial cost up-front, but you'd still be spending your time and a little hard drive space on a product that's far from the best. There's thousands of better alternatives on Steam.
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.