
Claymation action adventure in an odd world of talking pumpkins, blue trees and stuff like that.
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/day in the week to Jul 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/10
Пусть разрабы пофиксят баг в квесте, в котором нужно было убить всех жуков в комнате, чтобы пройти испытание. Я убил всех жуков в комнате, что от меня и требовалось, но дверь мне так и не открыли, в итоге я застрял в комнате без возможности выйти. Это явно баг, который надо фиксить
《Don't open the doors!》,2020.06.29入库。 游戏支持中文,游戏一般,但是黏土造型很赞!当时就因为这个游戏入坑了黏土...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
trash
Короч.. Выпадает мне купон на эту игру, думаю что будет как обычно говно, потом захожу в коменты и там говорят что игра топ, купил, вроде норм.
Don't open the doors!, developed and published by Anton Riot, is an action-adventure role-playing game that thrives on unpredictability, creativity, and an unmistakable visual identity. In a genre often filled with familiar fantasy settings and conventional progression systems, this game chooses an entirely different direction by building its world from handcrafted clay models and surreal imagination. The result is an experience that feels strange, humorous, unsettling, and memorable all at once. It is the kind of independent project that immediately stands apart simply because it commits fully to its own unusual vision. The story begins with a bizarre event that sends reality into chaos. Mysterious doors suddenly appear across the world, disrupting everyday life and transforming ordinary places into increasingly surreal environments. Strange creatures begin appearing, familiar surroundings become distorted, and normal logic quickly disappears. Players are tasked with uncovering the source of the disaster by seeking out a massive central doorway connected to the spreading corruption. What follows is not a straightforward fantasy adventure but a surreal journey through a world that constantly surprises players with strange ideas and unexpected encounters. One of the game's greatest strengths lies in its presentation. The handcrafted clay art style creates an atmosphere unlike almost anything else available in the genre. Characters, environments, objects, and monsters carry an intentionally imperfect appearance that gives the world personality and charm. Rather than chasing realism or polished fantasy aesthetics, the game embraces handmade creativity. Every location feels carefully assembled with artistic individuality, creating environments that remain memorable long after leaving them behind. Exploration drives much of the experience forward. Instead of aggressively directing players toward objectives, the game rewards curiosity and experimentation. Hidden locations, optional discoveries, environmental interactions, and unusual side activities encourage players to slow down and engage with the world. The open structure supports a sense of discovery that fits naturally with the game's bizarre setting. Wandering away from the primary objective frequently leads toward strange surprises that reinforce the unpredictable tone. The world itself becomes one of the strongest reasons to continue exploring. Strange creatures inhabit forests and villages, bizarre conversations unfold unexpectedly, and humor appears in ways that constantly keep players uncertain about what might happen next. Talking pumpkins, unusual insects, and eccentric personalities contribute to a setting that feels intentionally absurd without losing its identity. The humor often leans toward surreal comedy rather than traditional jokes, creating an atmosphere where unpredictability becomes part of the appeal. Combat mechanics introduce a more active gameplay layer without becoming overly complicated. Players gain access to tools and weapons used both for dealing with enemies and interacting with the environment itself. Destructible elements create opportunities for experimentation, encouraging players to break obstacles apart and search for hidden rewards. Combat does not attempt to become technically demanding or deeply tactical. Instead, it complements exploration while maintaining the momentum of progression. Environmental interaction plays a major role throughout the experience. The world feels designed to encourage experimentation rather than passive observation. Hidden pathways, destructible barriers, and collectible resources create reasons to remain engaged with surroundings beyond simply moving toward objectives. Exploration consistently feels worthwhile because discovery often leads toward meaningful rewards or unusual encounters. The atmosphere succeeds largely because of how committed the game remains to its unusual identity. Many independent projects introduce strange ideas but gradually move toward familiar patterns. Don't open the doors! refuses to become conventional. Every area reinforces the surreal tone, creating a sense that absolutely anything could appear around the next corner. The soundtrack and sound design contribute positively to immersion as well. Music supports both exploration and stranger narrative moments without becoming overwhelming. Audio choices reinforce the unusual personality of the world while helping maintain consistency across its shifting environments. The game does occasionally reveal limitations associated with smaller independent productions. Some mechanical systems feel simpler than players accustomed to larger role-playing projects might expect. Movement and combat occasionally prioritize accessibility over depth. Certain moments of dialogue may also feel awkward due to translation inconsistencies. However, those imperfections rarely overpower the qualities that make the experience unique. What ultimately makes Don't open the doors! memorable is how confidently it embraces originality. Rather than following established formulas, Anton Riot builds an adventure around unusual ideas and handcrafted creativity. The result feels genuinely distinctive within a crowded market often dominated by familiar design philosophies. Players searching for conventional fantasy storytelling or heavily structured role-playing systems may struggle to connect with its surreal approach. However, those who enjoy exploration-focused adventures, unusual humor, handcrafted visual design, and independent projects willing to take creative risks will likely discover something special here. Don't open the doors! succeeds because it understands that personality can often matter more than polish. Its strange world, memorable atmosphere, and commitment to originality create an adventure that remains difficult to compare directly to anything else. A wonderfully unconventional adventure that combines handcrafted creativity, surreal humor, exploration, and memorable world design into an experience that stands apart through originality and charm. Rating: 8/10
Good game.
Janky and feels poorly translated. I was still enjoying it until I reached a point where I was suddenly unable to progress and bailed. Sorry. For everyone looking for a Neverhood fix, this is unfortunately not it.
Jogo bizarro
Don't open the doors! . Isometric RPG with interesting clay graphics. Intrigue and humorous story. Funny characters. Nice music and sounds. Good clay SFX. . Controls: WASD to walk Space to attack and select phrase Shift to bomb F to healing Q to change weapon E to change bomb R to mortal bombard Tab to open game menu Z and X to change tab . Mechanics and features: Several menus: Quests, Equipment, Bag, Map, Stats We can't attack without a weapon
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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