
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
it has something at its core but gets old very very quickly and the claustrophobic stages are not conducive to the fast movement, also has been in development forever and not much about the actual game has changed since 2019. fun if you want to turn your brain off for a bit though
every time i've seen this game it's been entirely different and at the same time exactly as dissapointing. i wish there was a way to download the original itch.io demo but the dev shelved it.
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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
I bought this game when Etika was still alive, how the ♥♥♥♥ is it still not finished.
okay, so first off, i love this game, or atleast the regular release, the negative review is for the open beta, it sucks, enemies have way too much hp and it ruins ahlaf of the movement in this game, its boring and repeetive and for some reason it cut down on the number of guns.
I bought this game after watching a video about a Bolter mod for the game and I am so glad I did. Ignore Steam's Abandonware warning, this game is actively being worked on. I love how this game gets a good mix have high speed, fast hitting combat, with a distinctly retro art style. As a veteran of movement shooters like Titanfall 2 the movement feels fluid and alive, the gun play is amazing, and I am excited to see where this game goes.
Grappling hook is pathetic, dev tried to make it feel like titanfall and failed miserably
okay so review is based off 1.0 beta and if anything happens between launch and now I'll probably say stuff, but none of this is focused around the current EA build. I wanna tackle my biggest issue with the game as it is first. 80 minute long intro. 80 minutes of a kind of alright (positive, i think with it being a beta in mind i did enjoy it) intro to a campaign and then just putting you in the hub, walking you through the basics, and then you start getting to the orange door. After that, the hub feels kinda empty and bland and there's nothing to do. But god why is it 80 minutes to get the the Very Core part of the game? I felt so drained from the game after that but I knew that I was getting into a different game after that (which isn't a good mindset to have) so I felt like I just needed a breather. There's a few comments on the campaign bit itself, checkpoints feel odd, i got softlocked at the Not Titanfall 2 simulation area because the dialogue stops if you keep going, and you also can kinda just run through a lot of it but that didn't feel too bad. just. 80 minutes of a different game. C'mon The game itself is fine. Like, it's okay. it's got good shmovement and neat gun feel and animations ig but like there's just some stuff here that feels off or doesn't make sense. it's got good wallrunning all the movement related to feeling like titanfall is good but it has pole jumping and pole swinging and handles to climb on and it doesn't make much sense (the swinging is a give and take idc tbh) especially with the pole jumping being too strict to start and the handles just not climbing you over the wall at all. I've also played the same stage like 15 times and it seems like it won't change so i just got to go through the same one of two final arenas with The Orange Door and then do it all again. Also it doesn't save properly when you leave (having exit saves is very good by the way thank you tons genuinely) because i lost a good bit of max shields, my weapons got bound to default favorites instead of what they were set to, and the firing modes changed to default. i think proper exit saves helps a lot, proper progression will make the game feel good, and minimizing all the things trying to be done will help. Oh also make the scanner thing not blinding please I also think a few things should change about the economy of the game. Shards feel weird you either have too many or too few and honestly after playing more i don't know exactly if they need changed, but Bunkers. You get a key which is uncommon and can be fairly rare in runs, to open a door with a place that says it has loot, only to need money to get any of the loot. it's my main issue with how shards are because it feels like the game wants a lot of them but also the game doesn't like giving anything but a random loadout and that's it. Also I have an issue with the threat level because it pushes you to save killing enemies for the final encounter of the stage while feeling like it's trying to run a risk of rain idea. I think "punishing" the player for killing enemies or engaging with the regular gameplay loop is bad. i think having it scale off time would be good tbh. As it stands, it has a fundamental feel of a game I could eventually recommend, but given that you'd have 40 minutes to see if the actual game itself is for you, a lot of my current problems with the game, and importantly being stuck on the same stage for 15 stages, I think the game needs a good bit more time.
The game is great just the game feels abandoned no updates for a long time oh well.
Underwhelming to say the least.
Unfinished, unpolished, hasn't been updated in a year, don't bother.
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Where this game's players are, estimated from review languages.
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