
A first-person, narrative-driven game featuring The Developer, who questions, taunts, and tests you at every turn. You shouldn’t press the button, but you’ll want to. You will have control, and you will have none. Power is in your hands... or is it? Inspired by classic narrative driven games.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 25 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

The demo for our latest project THE MILGRAM EXPERIMENT is live! Play on Steam now!
A loving tribute to classic first person narrative games and obscure Source engine mods.
Are you tired of playing games that actually make sense? Are you craving something that's equal parts walking, existential crisis, and jokes about the very fact that you paid money to experience an existential crisis? Well, do I have something for you!
Presenting DO NOT PRESS THE BUTTON: a walking simulator where the walking is optional, the simulation is questionable, and the comedy is 100% guaranteed to make you chuckle awkwardly while questioning all your life choices.
Is there a deep, philosophical meaning to this game?
Who knows! Probably not! But it will definitely pretend there is, and you’ll go along with it, because you’re curious like that.
Revolutionary mechanics?
Let’s just say, if you’ve ever wanted to press buttons with absolutely no clue what they do, THIS is your game.
Inspired by classic narrative-driven games, Do Not Press The Button (Or You'll Delete The Multiverse) challenges the conventions of storytelling and player agency, inviting players into a universe where every action leads to unexpected (and often humorous) consequences.
This is Theseus Games' third title, and by now, we've specialized in the advanced field of wacky game mechanics. After all, our previous releases include Pizza Synthwave and Be a Rock. For a more complete and in-depth understanding of what Do Not Press The Button is, check out the free demo.
In this game you will have the choice of how to play and what to do, it’s about you and your misdirected shenanigans against The Developer.
We are looking for the person that can set the record for not pressing the button the longest. Don't forget to annoy The Developer along the way! Estimated gameplay time: up to 1 billion years (or however long human civilization lasts).
Features
- Fun activities such as:
> The Room With All The People That Want To Hang Out With You;
> The Introspective Therapy room; > The Boxtopia room;
> The Dark Humor room;
> The Meaning Of Human Existence room;
> Interact with random physical objects inside the facility;
> Secret areas with secret content that developer don't want you to find;
- Comedic narration and fun story telling;
- Secret Do Not Press The Button (tm) lore (tm);
- Hundreds of voiced lines;
- Annoying The Developer;
- Wacky Multiverses;
- Accessibility: we value accessibility and strive to ensure that everyone can enjoy our game, regardless of any hearing impairments they may have. That's why we've made sure that every voice line in the game features subtitles, so that all players can fully immerse themselves in the experience.
Look, we're not asking you to solve complex equations here. You just have to not press a button. It's an average job for an average person. You've trained all your life for this moment. Go in there and shine my little mediocre moth!
P.S. "I have no idea what I'm doing with my life anymore!" - The Dev
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amateur effort, fine for a first game, but a project this big, being shipped, with the mistakes it made, is baffling. Usually, efforts getting this far usually get a little outside help. In other words: Get A Mentor. The pacing and timing just is not there - walking takes way too damn long. Shorten the hallways, run faster, *something*, please! You reference the Stanley parable, but then don't get the right walking time or proportions in your own verison of the office? Play it, and then your version of it, side by side, and you'll see. I think they even talk about it with dev commentary or some YouTubes. You have to pace everything: novels, movies, games. Backtracking being hard on top of the slow long walks and elevators is unforgivable. "Why am I stumbling through this when I could just get on YouTube and watch a let's play" is *NOT* what you want people to think. I unlocked the "meaning of life room" but had no way to get there! When I finished the path and drew the voice's face, THE GAME ENDED. WHAT. THE. HECK. There's also the fact that WHEN REFERENCING STANLEY PARABLE THERE IS NO BACKTRACK OPTION: IF YOU LEAVE THE BUILDING, YOU NEVER SEE THE BOSS'S OFFICE. HOW ON EARTH DID YOU THINK TO REFERENCE THE STANLEY PARABLE AND MISS THE ENTIRE CRUX OF THE PLAY EXPERIENCE BEING FAST RE-DOS!?!? DO NOT DO THIS TO PLAYERS! THIS ANNOYS PLAYERS! Same with the duck not surviving the lawn mower scene. Back to backtracking - I can go back to the door, see the pixelation, BUT IT WONT OPEN. COME ON!!! YOU NEED QA AND PLAY TESTING! If you have to do it yourself, be as critical as you can. There's WAY too much stumbling in the dark, bored, and seeing UE5 (or whatever) do fancy ♥♥♥♥♥♥♥♥ with bathroom tiles. I found myself walking around with a stuffed duck and a glow stick wondering a) why and b) why that somehow was unfunny in game, despite it being funny now. TURN OFF THE CHROMATIC ABERRATION, PLEASE, or at least LET us turn it off. You didn't expose all of the rendering options to the player, so I see rainbows at the edge of the screen and can't turn it off. This leads to eye rolling. Writing/voice acting just isn't there. The only good voice actor was the girl-chair. *Hiring a writer is a good idea in a game that is literally carried by the writing*. Same with voice actors. The Stanley Parable is just as much of as a VN with 3D stuff, as it is an ascended source mod with good writing and voice acting. Mouse sensitivity doesn't cleanly map to other fps games - this isn't a big deal for anyone just playing a comedy walking sim, but it's annoying. The first time I nearly refunded was when I was going around incinerating things and there was a hidden incinerator. This wasn't fun, funny, or "aha." This was grating. Having to do that to get a glow stick to carry around with my stuffed duck *wasn't rewarding*. Have dark-stumbling be a one time brief thing and then have the walk back show ACTUALLY FUNNY THINGS. Consider a flash light. Have the flashlight show a duck or donut. Build up your brick jokes. tl;dr play Superliminal, The Stanley Parable, watch some actually funny Egglikes Vinny played - and take notes. Don't clutter the screen with chromatic aberrations or pointillist stipulated low-light-stuff, consider commissioning music, and for god's sake don't make someone get bored taking long walks that makes them want to watch a Let's Play instead of round two. A good game will have someone want to look up a LP to speed up finding more of the game; a bad one will have them just watch the LP and be done. You're already 80% of the way there - just work on pacing, turn off the UE5 ♥♥♥♥♥♥♥♥ (or at least let me, or make a joke out of it or SOMETHING) and make backtracking convenient. You *HAVE* to nail the comedy, pacing, and backtracking. Stanley *is* the pacing and backtracking as much as the writing and the VA. Pace your stuff, get some critical feedback, iterate with it, and keep trying.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Like many people, I've been awaiting this game for a while (I played the demo, which seemed promising), but I wouldn't recommend this. The humour doesn't really hit (lots of insulting the player and random things for the sake of randomness), the game doesn't react to your choices (waiting for the button does nothing, removing the sphere so it doesn't explode doesn't change or add any dialogue), and I encountered far too many bugs in the first 10 minutes that it didn't seem worthwhile continuing (dialogue cutting out or talking over itself, getting trapped in the writing section and needing to restart, objects falling through floors/walls). It's a good effort, but it disappointed me, and I don't think it's worthwhile in its current state, or for the current price.
Since Steam doesn't have a neutral option for reviews and I did have a bunch of enjoyable moments, I've picked "recommended" but I find very very hard to recommend this game in good conscience and here's why : - There are several games coming in mind that are much much longer and/or more polished for less money, 14€ for about 4h of gameplay (review will be marked 5h, I left the game for an hour to go eat then came back, and I explored all the secret rooms, I don't know why I didn't get the achievement, I did find the list of hidden rooms and got them all) feels a bit weak considering the other shortcomings of this game - The stock looped walking sound and jumping sound are unbearable, you just end up tuning them out eventually - The walking and sprinting speed are hella slow (was this and the long corridors on purpose because there aren't that many places to go around ?) - The glistening walls of the "facility" make it feel like a placeholder texture for an Alpha build (no seriously author, rework the hallways, they're painfully low effort looking) - There are "hidden" messages that look like lore but don't seem to be referenced anywhere as some sort of easter egg or extra stage or anything else across the rest of the game and I say hidden very generously because if you pass in front of one you will get a somewhat loud audio cue (totally unnecessary since there are also a couple visual cues that you can hardly miss) - Absolutely horrendous light mechanics in some places where you get pitch black shadows for absolutely no reason like in between the shelves in the Most Annoying Items' room or the extremely limited range of the glowstick you're given there (a phone's flashlight, hell, *screen* would be more powerful) - Weird technical issues, among them being the resolution selection, I tried 1440p borderless but now without some difficulty and the save/reload deperately needs reworking because I can save after doing things like getting the glowstick, reload after some messing around (like the Duck Pit) and reloading making me lose the glowstick for some reason (among other bugs around the save mechanic) And despite all this, I did like the game. I laughed at some of the bad jokes, found some clever interactions, enjoyed most of the minigames. But this seriously could have spent a lot more time in the oven or started as an early access because even though it's not a wallet breaker, I honestly don't think it justifies its price as it is right now.
Definitely was not a fan. Tried making a video on this one, and not only did I wind up not really talking, the amount of sheer walking it took to get to places, merely waiting for things to happen, the game half-dying when you did things too quickly (like the "Real Or Cake" part, where if you don't give it a second to play out the sound file, it doesn't give you the achievement, etc). along with other parts needing an ENTIRE PLAYTHROUGH, just to explore... Plus, not to mention there is multiple instances where choosing to do something else, like prevent the sphere from dying in the tutorial, has zero difference in dialog at all, it still plays out like it died, and honestly, it's just far too slow to do the re-dos. Plus, when at the "Chair World", if you go down the hill, SPEND MANY MINUTES dragging the tables up the hill, and destroy them, it has zero affect on the dialog, and the same with the battle, and the voice acting honestly makes me want to fall asleep.... I get the game is going for a "Don't take it too seriously" vibe, but honestly. some things could have been a lot better. You can't carry the duck through the whole game, you can't simply retry some events at designated mission starts or checkpoints, you have to do THE WHOLE DAMN THING OVER again to do certain things. If you turn on the music in the Nihilism area, the pancakes have nothing to say, stepping on the one guy or not affects nothing besides a single boot-print... there's so many things like that in here. The majority of my time was idling to do IRL stuff, and the other was all the damn walking.
好奇史丹利like能做成什么样就买了,但目前看来就是个粗糙的半成品: · 碰到各种各样的恶性bug被迫载入自动存档重置进度3次+报错闪退1次 · 简体中文至少20%内容都没翻译+翻译质量敷衍 · 制作水准肉眼可见的很糙,交互难受,很多细节都亟待进一步打磨 模仿痕迹过重但做成了纯线性的流程又比较无聊,几乎全程都感觉很尴尬,玩过和没玩过史丹利的都沉默了。jpg 而且这游戏有一种想到哪做到哪的感觉,前后期画风转变挺大的,整体也没什么逻辑性,就靠偶尔提及红按钮来生硬地串联… 总之还没尝过的朋友不建议尝这口了,要尝也放低期望并且…至少等修完bug吧(x
Pretty good game but it's not like the stanley parable.
I'm giving this a thumbs up because I'm pulling for the dev. This is a game inspired by the likes of Stanley Parable that falls short of the mark. It's not bad, it's just very obviously a project done by a solo developer still learning as they pursue their dream, and I can get behind that. It definitely shows some promise for what the dev might pull off in the future, and to that end I'm looking forward to seeing how The Milgram Experiment shakes out.
Do Not Press The Button (Or You'll Delete The Multiverse) is a self-aware first-person narrative adventure developed and published by Theseus Games that builds its entire identity around temptation, meta-humor, and playful defiance of player expectation. The premise is intentionally simple and absurd: there is a button, you are explicitly told not to press it, and doing so may delete the multiverse. From that minimalist foundation, the game constructs a surreal, comedic exploration experience that frequently breaks the fourth wall and challenges the relationship between player agency and developer control. The structure is that of a walking simulator, but one that leans heavily into commentary and unpredictability rather than environmental realism or emotional drama. Players move through a series of oddly themed rooms inside a mysterious facility, each one built around a joke, philosophical detour, or exaggerated narrative twist. A disembodied narrator known as “The Developer” accompanies the journey, reacting dynamically to your choices with sarcasm, mockery, or theatrical outrage. The humor stems not just from scripted jokes but from how the game anticipates player curiosity and deliberately toys with it. Attempting to disobey instructions often becomes the very mechanic that advances the experience. The titular button is both literal and symbolic. It represents the irresistible pull of forbidden interaction—a design choice that cleverly mirrors player psychology. Being told not to press something in a video game almost guarantees that many players will try. The game leans into this instinct, creating branching sequences or comedic consequences based on defiance. The tension between instruction and impulse forms the backbone of the experience, transforming a simple red button into a commentary on choice, consequence, and the illusion of freedom in interactive media. Exploration itself is straightforward but filled with eccentric details. Rooms range from absurdly titled conceptual spaces to unexpected parodies of common gaming tropes. The environments are not visually complex, but they are designed to deliver punchlines and surprises rather than aesthetic immersion. Interactable objects often trigger dialogue exchanges that escalate into surreal tangents, philosophical mock debates, or sudden shifts in tone. While there are hidden secrets and optional paths that reward curiosity, the overall gameplay remains rooted in movement and interaction rather than mechanical challenge. The game’s humor is its most defining feature—and its most subjective element. For players who enjoy absurdist comedy and constant fourth-wall breaks, the narrator’s commentary can feel witty and engaging. The unpredictable pacing and refusal to take itself seriously make the experience feel like an extended interactive comedy sketch. However, because the experience relies so heavily on its tone, those who do not connect with the humor may find the structure repetitive. Without traditional gameplay depth or emotional storytelling to fall back on, the enjoyment hinges almost entirely on how well the jokes resonate. Technically, the presentation is clean but minimalistic. Built in a straightforward 3D environment, the game prioritizes clarity and accessibility over graphical complexity. The user interface is simple, and controls are intuitive, allowing players to focus on exploration and interaction. Sound design centers primarily on voice performance, which carries much of the narrative weight. The narrator’s delivery plays a significant role in shaping the atmosphere, making timing and tone essential to the experience’s success. Ultimately, Do Not Press The Button (Or You'll Delete The Multiverse) stands as a playful experiment in interactive storytelling. It does not aim to deliver complex mechanics or a sweeping narrative arc; instead, it thrives on self-awareness and the constant subversion of expectation. By turning a single forbidden action into the core of its design, it creates a compact yet memorable experience built on curiosity and comedic tension. For players who appreciate meta-commentary and unconventional narrative structures, it offers an entertaining exploration of temptation and player psychology wrapped in surreal humor. Rating: 6/10
Very weird and fun, love it so much. Defenitely recommend!
Genuinely funny game, similar to The Stanley Parable with a lot of meta jokes
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Players by region
Where this game's players are, estimated from review languages.
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