
Withering Rooms is a challenging 2.5D horror RPG set in a procedurally generated Victorian mansion that changes each night. Explore Mostyn House to collect the perfect items for your build and face a huge cast of overgrown undead, invisible ghosts, devious witches, and more.
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Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 1.2Kreviews | 96% | — | $788.9K |
| $9.24−63% | 1Kratings | 94% | — | not modelled | |
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Reviews
Themes across 110 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A haunted mansion where gothic horror, roguelite progression, and action RPG combat collide.
such a creative, mysterious, and creepy world. a bit jank combat wise, but has so much charm and just oozes the love and care put into it.
[h1] Fun game until around the second chapter. After that the cracks start showing hard. [/h1] Chapter 3 balance is a mess. Melee builds basically become useless and the game forces you into spells or ranged if you want to keep progressing. Combat itself is just awful. Most fights boil down to whoever fills the bleed meter or stun-locks the other person first. You’re constantly face-tanking hits while mashing the attack button. Blocking feels like an afterthought that barely matters. It tries to be a sidescroller souls-like but the jankiness ruins it. The game throws an absurd amount of healing items at you early on, which feels generous at first. After a few hours you realize why the only way they “balanced” this broken combat is by letting you chug 10 healing items in a single fight. Optional puzzles are another pain. A lot of them just make you backtrack for no real reason. Not clever, just tiresome. Status effects are annoying as hell too, especially Necrosis. Either you die or you have to reset the whole night just to clear it. Pretty much every single thing that makes this game feel “difficult” comes down to bad combat design and questionable mechanics rather than anything fair or interesting. Which is a shame because other things like the atmosphere, music, visuals (althought they are rough around the edges) are spot on. EDIT: Having completed Chapter 4 and finding out there's multiple endings I have no desire to keep playing this game, I totally can see the effort that was put on it but it's shortcomings are way too off putting for me to look past. Best of luck on your new game, Troy.
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Languages: English*, German, Japanese, French, Spanish - Spain*languages with full audio support
| $23.99 |
| 163ratings |
| 92% |
| — |
| not modelled |
| $24.99 | 15ratings | 98% | — | 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 110 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
87/100 Just finished the game 100%, all achievements and wanted to leave a brief review. You play as a young witch who in the beginning is trying to break free from her captors but quickly learn that there are many more people imprisoned in the Asylum. Considering the fact that Withering Rooms was made by ONE developer only, I was very positively suprised by the overall game's quality. Overall phenomenal game, especially considering the teams size. + Game starts very simple but gets more and more intense & difficult the longer you play, preventing the game from becoming too boring in the long run + Overall good graphics & stable performance + Very diverse soundtracks, every area which features different rooms has its own music + Story is impossible to predict outside of a few lore details/hints you can find + Multiple decisions you can make during the game which impact the story outcome slightly + Very easy to understand combat system with simple inputs + 3 different combat playstyles to choose from (melee, magic, gun weapons) + Many different small and large enemies, each with unique strenghts & weaknesses + Multiple endings with one secret ending to chose from + New Game Plus features lots of NEW content and expanded story which answers most open questions left from the main story - Personally wished for more available weapons during the mid game, especially for magic users - craftable spells didn't feel rewarding enough - The game was tons of fun until the very second you die and spill out your entire inventory, part of the genre & part of the game but still frustrating - No spoilers but the main story might even be too complex for many to properly understand
This game is shockingly good It deserves so much more attention and recognition Visual presentation is superb The music and aesthetics are haunting and beautiful And it's a breath of fresh air how creative and unpredictable the story is Most games don't have great stories. This game has an excellent story Haven't encountered any flaws at all Try the free demo, you're in for a treat
I adore this game, I loved the atmosphere and the story, was beautiful. I look forward to the next one coming out. Reminded me of a souls like haunting ground but with more freedom.
the definition of a hidden gem, fantastic game.
Fui atrás de Withering Rooms justamente por essa etiqueta de "experimental". A promessa de um pseudo-roguelike de terror era exatamente o que eu precisava para quebrar a mesmice, e devo dizer que ele atende esse requisito com uma versatilidade que raramente vemos no gênero. A princípio, esperava o susto fácil ou a progressão numérica típica dos roguelikes. Mas Withering Rooms não é uma casa mal-assombrada que você atravessa correndo, você precisa aprender a coabitar. E é aí que mora o seu charme mais profundo. Eu fui sim pego pela trama, mas a dança macabra entre a sua build e a variedade de monstros foi o que me chamou mais atenção. Tem toda uma adaptabilidade. O jogo te dá ferramentas, e a experimentação deixa viciante. O mapa, por mais que tenha uma simplicidade estrutural, se mostra incrivelmente versátil e crível. A atmosfera, então, fecha tudo com chave de ouro, é densa, opressiva na medida certa, mas funcional. Você não se perde no mapa, mas sim, na vibe dele. Agora, vou direto ao ponto que mais divide opiniões: o combate. É desengonçado. Frustra. Certas armas parecem lutar contra você tanto quanto os inimigos, e a natureza de algumas criaturas só escancara essa mecânica brutamontes. Porém, e aqui vai um grande porém, isso traz um charme inegável para quem cresceu jogando os survival horrors antigos. A protagonista não é uma especialista em artes marciais, ela é uma intrusa frágil. A luta desajeitada não parece só ser um erro de design. Com certeza é o obstáculo que mais grita sua presença, mas que acaba ensinando você a respeitar o ritmo do jogo. Saber que o dev está prestes a lançar a continuação em Early Access me enche de esperança, ele claramente aprendeu muito com essa joia bruta. O jogo atual merece muito ser experimentado e com uma demo disponível, não há desculpas.
Yes it's kinda jank and, for better or for worse, the randomization isn't very impactful, but for a solo dev this game delivers wonderfully on survival horror resource management/problem solving, RPG character growth and builds, music, and fantastic world building with a healthy dose of charm layered over the macbre. This game is something of a hidden gem to me and I'm excited to see what the sequel brings.
This is a hidden gem for fans of the Soulslike genre, if they can adapt to the sidescrolling (and somewhat clunky) combat. The atmosphere and lore of this game is wonderfully creepy and clearly crafted with a tremendous amount of love.
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