
The disappearance of an ambitious engineer and his high-society wife provokes a hunt for a precious artefact. The trail leads you to the attic of their home, and the discovery of an old, peculiar dollhouse. What secrets lie within these walls?
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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, Russian, Turkish
Engagement
Hours played at review time, across 62 reviews with recorded playtime.
Reviews
Themes across 60 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
The Room3: "We have given everything and we are spent. Go away now" The Room4: Akshually we aren't done yet. Here is our true Pièce de résistance" Game is seemingly smaller in size after the ever expanding Room3 that may have been a bit too much. In this game we focus on just one doll house. But what a house it is. Excellent stuff and very entertaining.
The Room 4: Old Sins delivers satisfying mechanical feedback, maintaining the series tradition of incredibly tactile puzzles where the way compartments click, slide, and unlock provides a high sense of accomplishment. This intricate gameplay thrives on a creative dollhouse concept, establishing an imaginative central mechanic where you explore a multi-layered dollhouse that unfolds into distinct environments like a kitchen, study, and maritime room. The overarching mystery is driven by a legible and engaging narrative, featuring clear handwriting in journals that makes the dark story of Edward and Abigail Lockwood easy to follow and emotionally resonant. The journey benefits from atmospheric world-building, effectively building a sense of dread as you transition from a normal attic into increasingly corrupted, void-stained rooms within the dollhouse structures. Progressing through these areas relies on clever perspective puzzles, showcasing innovative challenges that require you to manipulate three-dimensional objects to match two-dimensional silhouettes or use your eyepiece to reveal hidden physical layers. This is supported by a logical progression flow, where the interconnected nature of finding a propeller for a miniature sub or a valve handle for a boiler creates a rewarding exploration loop backed by high-quality visual polish on the intricate metalwork. However, this unsettling room-escape puzzle game still faces a few notable hurdles stemming from its meticulous environmental design and rigid animation pacing. The gameplay suffers from occasional pixel-hunting, as certain critical progression items or interactive spots like a tiny hidden latch on a desk can be exceptionally difficult to see against the highly detailed backgrounds. Long-time series fans may also encounter repetitive puzzle archetypes, making several of the basic slider mechanics and complete-the-circuit challenges feel a bit too familiar and predictable. The user experience introduces additional friction through counter-intuitive item logic, where an object's actual use is occasionally obscured by misleading system feedback. You will also encounter slow interaction animations during your investigation. While these elaborate mechanical transformations are visually pleasing to look at, the unskippable nature of the longer sequences can feel incredibly tedious when you are forced to backtrack through multiple rooms. The challenge can occasionally devolve into trial-and-error frustration due to vague multi-input feedback, particularly during rapid input sequences like the bell-ringing puzzle that lack clear timing indicators. This issue is compounded by punishingly subtle clues, meaning that critical structural hints or environmental markings hidden on chairs and maps are easily overlooked without meticulous searching. Finally, the story experiences a bit of fragmented ending clarity, leaving you with several lingering questions regarding the true nature of the Circle and the ultimate fate of the characters. Overall The Room 4: Old Sins is a remarkably atmospheric, visually stunning, and mechanically brilliant puzzle adventure that excels through its clever dollhouse architecture, satisfying tactile interactions, and cohesive narrative drive. While the intricate investigation is occasionally slowed down by tedious pixel-hunting, unskippable room animations, familiar puzzle tropes, and subtle environmental clues, the stellar craftsmanship and rewarding logical progression ensure it stands as a fantastic and highly immersive experience for fans of room-escape mysteries.
A really good game, just like the previous ones. I liked that in this installment, you’re not solving a series of different puzzles, but rather exploring a dollhouse from start to finish throughout the entire game. Just like its predecessors, I highly recommend it.
操作堪比鹿管,cg比片好看
Easily one the best in the series, if not better than the original. It takes the concepts from all previous games and mixes them together into a dollhouse. Visually stunning as always and offering a new story that continues the hunt for the null element. This series has been amazing and I can't wait for another entry from the devs.
The Room 4: Old Sins est un jeu de puzzles relativement simple, qui s'apparente aux jeux point & click classiques, mais en 3D, avec certains éléments de casse-tête apportés par la manipulation d'objets en 3D. Comme tous les jeux de ce style, il est assez linéaire, et souvent les puzzles se résument à expérimenter plusieurs combinaisons d'emplacements et d'objets, mais il est très bien fait. La 3D apporte une dimension supplémentaire bienvenue, les emplacements idoines des objets ne sont pas exagérément cryptiques, certains objets sont eux-mêmes des puzzles (il faut les manipuler comme de petites "puzzle box"), et le jeu est extrêmement généreux avec les indices: au bout de quelques minutes seulement, s'il n'y a pas de progrès, des indications de plus en plus précises sont graduellement révélées (la dernière est toujours littéralement la solution). La conséquence est un jeu qui est très fluide, et dont on sait en embarquant qu'on ne sera pas coincé sur des énigmes absconses. L'histoire n'est pas à négliger non plus, sans vendre de punchs, elle se situe dans un contexte victorien que l'esthétique rend très bien, sans être non plus renversante. Recommandé, peut-être avec un léger spécial, mais s'achète tout à fait à 10$ ou moins: c'est un jeu qu'on oublie rapidement mais qu'on ne regrette pas.
I wish I could forget this game... just so I could solve it all over again. The Room 4: Old Sins is easily my favorite game in the series. The idea alone is brilliant. Instead of exploring huge locations, you spend the game uncovering the secrets of a mysterious dollhouse, with every room hiding another clever puzzle. The atmosphere is fantastic, the graphics are beautiful, and every new discovery made me want to keep going. Unlike some of the previous games, the puzzles felt fair and satisfying. I rarely found myself frustrated because the solutions made sense once all the pieces came together. The different rooms and flashbacks slowly reveal the story, making exploration just as rewarding as solving the puzzles themselves. Honestly, I loved every minute of it. If you're a fan of puzzle games, The Room 4: Old Sins is an absolute must-play. ^^
4th instalment in the best cosmic horror puzzle series ever made. Wish they'd make more, but Fireproof seem to have pivoted entirely to VR now. Guess I'll have to save up for that headset to play the 5th game.
I enjoyed all of this series (haven't played the VR ones). Love the sound design, the atmosphere is so relaxing and just a little creepy. Hoping for more of these to come in the near future!
한글 패치 https://steamcommunity.com/sharedfiles/filedetails/?id=3668053251 만지작 거리면 대충 각이 보이는, 너무 쉽지도 어렵지도 않은 절묘한 난이도 진행할수록 게임의 퍼즐 문법(?)에 익숙해지면서 난이도가 점점 하락한다 but 추리보다 관찰력이 중요한 퍼즐이 몇 섞여 있으니 주의 돌이켜보면 크게 어렵지 않은 퍼즐들인데 푸는 동안엔 마치 지능이 올라간 것 같은 착각을 일으킴 플탐은 대충 3~4시간 언저리 나오는데 트레이딩 카드 5장 다 얻으려면 5시간 이상 해야 하니 막혀도 그냥 공략 없이 진행 하는 걸 추천
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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