
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
Genuinely funny game, similar to The Stanley Parable with a lot of meta jokes
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
Media

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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
What an awesome game, funny, fun, light hearted, no stress and sweet.
Its a great game with secrets all over very humourous and creative.
Fun stuff, charming and quirky.
I really really liked this game! Some of the bugs are hard to deal with, like I got all the cakes right and I didn't get the achievement. Or running isn't really running, or sometimes in the annoying things room, things fall through the floor. BUT It kind of added to that charm because, well, it was really really annoying. Wish I could go my own previous saves to retry is it cake to get that achievement, but you know, it's probably pointless anyway. I love the duck. I love the toasters, and ♥♥♥♥ the tables.
This game tries so hard to be something it could never compare to, and falls flat in every facet of writing, gameplay, and pacing. I had high hopes when this game was announced, but after playing it I'm offended I even paid the discounted release price.
It is a fun idea for a game, but it just feels so unfinished and unpolished, specially for the price. And i just had to stop because i couldn't take more of the narrator talking:/ The running is also very slow, making it frustrating to navigate the long hallways, like walking through mud.
It's Entertraining & is like The Stanley Parable Ultra Deluxe YOU SHOULD PLAY THIS IF YOU LOVE THE STANLEY PARABLE ULTRA DELUXE
可笑的是,全篇大红按钮他就出现了两次,很符合中文译名“与大红按钮无关”,除此之外呢?
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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