
RISE. FALL. REPEAT. Ascend to the level of the Gods as you battle your way out of a shattered and chaotic dimension in this fast paced parkour FPS rogue-like.
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About

Updated as of March 9th, 2026
The Game Formally Known As 'Get To The Orange Door' was in development for eight and a half years...
It received many updates over that time, evolving into a much larger and more ambitious project. Eighteen months ago, we set out to fully capture the core essence of ALL the past versions into one, final game. With the support of our community, we have been working tirelessly to accomplish this task. While we're not ready to unveil everything yet, we wanted to be perfectly clear with anyone reading our Steam page as to the current state of GTTOD:

The screenshots, trailers, and promotional images below represent what is currently available on Steam; NOT what will be available in upcoming playtests, betas, or the full release of GTTOD. If you have any questions regarding update progress, regular updates are posted here on Steam and in the Discord server.
Below is the unedited store page for 'Get To The Orange Door':

GTTOD is a fast paced FPS rogue-like with a heavy focus on fluidity of movement and high octane combat. Casting its net of inspirations wide, GTTOD captures both the feel of modern day movement shooters as well as the chaotic intensity of the best FPS games in the '90s.
As one of the power-armor clad survivors in The Shatter, you'll be using your advanced mobility and a myriad of reclaimed firearms and equipment to outmaneuver and outgun the armies of a planet-destroying threat; The World Sentinel.
You are not alone. As a child of Earth, you are able to inherit the abilities bestowed upon you by The Spirit Of The World, and use them to destroy those that threaten her safety.
Permanently improve your skills and abilities, allowing you to endure the unending trials of The Shatter. Lengthen your treks into the unforgiving world, and reap the rewards of your conquest.
Explore, loot, and gear up for your ascension towards the upmost peak of The Shatter; "The Summit".
Death is not the end. Each new run of GTTOD shifts destinations and routes on your journey to The Summit. No playthrough is ever the same.

If you'd like to keep up with the game, feel free to join the Discord and chat with me!
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a PSA to every game developer. If you make a game formula that people like and you generate a dedicated fanbase and playerbase for it, DO NOT CHANGE EVERYTHING ABOUT THE GAME! Every time I log back onto this game after an update, there is a new stupid hub world or progression system or tutorial or something that changes an already fine gameplay loop or system I was used to, I hate it. The core gameplay remains polished and fun but I wish that was focused on instead of these pointless reworks. Its movement system and animations are insanely refined, but the lack of varied enemy types that genuinely challenge the players speed, make the gameplay stale after a while as well.
If GTTOD has 1 million people waiting for full release im one of them If GTTOD has 100,000 people waiting for full release im one of them If GTTOD has 1,000 people waiting for full release im one of them If GTTOD has 1 person waiting for release it is me If there is no one waiting for GTTOD release then I have died Just buy the game twin
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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**languages with full audio support
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game does not know what it wants to be. Parts of it are fun, but there are other, weird, non-intuitive non-conducive mechanics sprinkled in there as well. TBH I liked it better a couple overhauls ago.
I purchased this game before I entered middle school, practically the day it came out into early access. 6 going on 7 years later it's had a major overhaul every year or so where the developer reinvented the wheel because I guess it's too difficult to stick to one idea. 1.0 is seemingly finally going to cut out, but there have multiple stages where it felt like 1.0 was within reach, only for the game to get rug pulled and have another total conversion be pushed out. I don't care if 1.0 is the best thing ever, because my interests have strayed so far from 2019 and the game I was originally intrigued by that GTTOD has been reduced to library filler for me. And if this game gets significant post-launch support, expect it to stray from it's 1.0 version as well.
Please for the love of god, just make another game rather than running us in the ringer for 6+ years as you decide what you actually wanna make.
This is a review for a "1.0" version. The review covers only Chapter 1, because the mission is so poorly designed that I basically got soft locked from the completion. The EA version was a simple fast paced movement shooter. With it's problems, but it was fun. New version overhauls most of its systems and adds new mechanics but does this very poorly: Intro maps are too cluttered to show movement capabilities, new mechanics are poorly optimized for fast game pace: * You have to jump on the first poll to start poll hopping, you can't start it from the second, you can't jump from poll to poll, you have to hold "w" from the first poll. * Character won't mount the wall if you don't hold "w", it will just fall back to the start, mounting in general feels very slow * Wall climbing requires looking directly at the objects you need to grab what makes the process a chore. It should be fast and easy, so players are encouraged to use the mechanic instead of just double jumping and wall running * Wall running somehow feels worse. Don't know exactly what it is. Devs also decided to add holes in the walls that can be barely visible because of art style and angles you approach the wall, why? * Melee feels slower and more clunky than in the EA * Weapons all feel very similar (at least in chapter 1) and switching between them is not fun and doesn't feel impactful (of course, "We have BFG at home" gun is impactful, but you have it and like 5 more guns in your inventory) * Map design got worse. Maps are too cluttered now with visual noise and together with the art style it makes path finding unnecessary difficult. * Chapter 1. Half of the mission is just tunnels where you have to run through enemies. Not above or below, or use some fancy movement, no just through. Final section is just too long and boring: Flies can't hit you if you just keep walking, and there are so many movement possibilities that they interrupt each other (want to do a wall run into jump slide into another wall run? Nope, get magnetized to railing after you jump)
For a game about going fast it loves to kill the pacing. get to the orange door, but also kill all the enemies, you have to decide what you want this game to be cause this isn't it. apparently there's a play test ongoing for this already early access game that hasn't had an update in 13 months, maybe its better but i haven't seen it.
I've had this game for years now. It's just not taking shape. Looked great, doesn't play well. The movement is not as smooth or intuitive as other movement shooters. Momentum seems to disappear for seemingly no reason at random points. Wall runs feel both too clingy and not clingy enough. The scale of everything seems to be too big, and enemies too small and fast moving with too many particle effects. I just can't get into it. I've tried for going on 5 years now 15 minutes at a time. The game just feels bad. The game it looks like is rad, and I'm going to keep checking in on it to see when it will turn into the roguelite/soulslike x titanfall game i desperately need. But for now... not for me. If the develper announces a sequel, I'll probably buy it just becasue I see the vision.
so like, what happened? i bought this like 4 years ago, where did the updates go? i just remembered this game was in my library bc i saw it in a video but aint a thing happen since i played it last.
After a bit of time I can firmly say, the developer needs to stop sitting on youtube and update this game already... Don't get me wrong, I ♥♥♥♥♥♥♥ LOVE it! And I want to put yes. The rapid motion, the gunplay is top tier, and it's a roguelike so the replay loop is there. But my cons outweigh the pros so... here's hope that someone actually updates this game (tehe): - Accessibility features being limited only to mouse and keyboard are a drag, and the amount of binds for certain things that are only used once feel like a waste, for example, inspecting weapons could've been an idle animation rather than a bind in my opinion. - Shard gain is genuinely ♥♥♥♥♥♥♥, I don't understand why enemies and lootables only give 6 or 9 shards a tick when damn near EVERY chest ranges from 500-4000 shards (why so expensive? especially at the start of a run) and it makes the runs abysmally longer than they should be, like it's forcing me to sift through every crevice of the map just so I can afford a new gun unless I'm lucky and an enemy dies with an actual bag on them, and the rng on that is preeetty low - Enemy hit detection is so generous, it feels like the game is playing against you, there are a decent amount of times I've see an enemy practically teleport in front of me when doing an attack, hell even tracking on their projectiles are spot on to the point where you'd have to reach a high point for a moment of reprieve - Lastly... Andrew, NERF BLADE SENTINAL! His health is bloated to hell no matter the difficulty you play, and his "Seeking blades" are overly jacked and feel programed to hit the player's *exact* location, and moving at mach ♥♥♥♥ just good enough
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