
Neverout is a 'Escape Room' game with quantum physic and reality bending. Packed with dozens of levels, difficult puzzles, eerie atmosphere and unreal immersion. Every action creates reaction. Nothing is certain, but one thing is known - every lock has a key. And in Neverout, the key - is YOU.
Modeled estimate, not a reported figure. How we estimate →
About
🎲 Over 60 challenging levels.
🎲 4 unique zones.
🎲 Dualplay - play with or without VR headset.
🎲 Compact, comfortable Play Area.
🎲 Truly brain-teasing puzzles and riddles.
🎲 Cube-based labyrinth with traps, quantum physics and out of box solutions.
🎲 Neverout is a game like no other. It takes huge inspiration from the most classic 'Escape Room' in history. The game features reality bending, quantum
physics, traps, obstacles and puzzles. All soaked in otherworldly and surreal setting.
🎲 The players will test their imagination, sense of logic, 'out-of-the-box' thinking and how quick and swift they can adapt to ever-changing reality.
🎲 'Up' can become 'down', 'floor' - 'ceiling'. Fire might freeze and ice start burning. But there's always logic behind the madness and one thing is certain - there is always a solution.
But some...
Come with sacrifices.
Genres
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
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 242reviews | 64% | — | $27.4K |
| $7.99 | 167ratings | 78% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great concept, but I don't understand why the camera controls are so restrictive. Because of the nature of these puzzles, I get that movement has to be grid-precise like an old school 3D dungeon crawler; there's no positioning half-on-half-off a square. That's fine. But why not allow strafing and backward movement like every other game that anyone has ever played? That wouldn't have conflict with locking the player positioning to a grid. And also, they should have allowed keyboard look as well as mouse look. Pressing WASD is second nature to most gamers, and it is JARRING AS HECK to have your camera snapped to a specific position when you press A or D when you're expecting it to rotate the camera smoothly or else strafe. Not a lot of thought was put into this port's controls, clearly. The only controls being "forward" and "mouse look" felt unnecessarily restrictive and clunky, and sapped my enjoyment. And also - would it have killed them to have written even a barebones plot here? Why are we here? What happened? What can we expect to encounter if we make it out? This game felt more like a "proof-of-concept" essay, around which they perhaps meant to develop a deeper game some day, but never got around to it. I wish I could post a "thumbs sideways" review. It doesn't deserve a "no", but it's not polished enough for a "yes" in Desktop mode.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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| $4.29 |
| 114ratings |
| 66% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Here's what you need to know:[/b] [list] [*] Controls are peculiar due to flat or VR option. No WASD, W is forward, S doesn't work, AD rotate you 90º. Since it's a grid based game, the controls are fine and you get the hang of it quickly. [*] Game is extremely easy. You play around with portals, with magnets, and basic logic. I finished it in one sitting of 1.5 hours. [*] Aesthetics inspired by the trilogy of Cube, but that's all. The traps are basic, electricity, crushing, spikes. Nothing spectacular happens like seen in the movies. [*] Basic audio, no soundtrack. [*] No story. Purely puzzles gameplay. [*] No options, but not really necessary. Runs just fine. [*] Bugged the game once, where my character shifted one square to the side. Not game breaking [/list] Played in flat screen mode. I think the above should give you a good overview of what to expect. If you like puzzles in a 3D environment in which you use physics, then I can definitely recommend.
Ciekawy pomysł na escape room. Pierwsza myśl to że jest to wzorowane filmem "Cube" Ale zagadki jednolite monotone oraz krótke bo 20-21 lvl i koniec :/
掉卡专用小游戏
[h2]Low budget reviews presents...[/h2] [h3]Neverout [/h3]If you like Portal this is for you. You are trapped inside a cube room and need to switch the walls to escape the cube room. Sounds simple but it isn't. There are small cubes that trigger switches and need to be placed /fixed in a specific positions. The problem is everything is bound to the physic inside the big room. Traps and portals are available of course also. Everything is held in a simple Portal look, so that you can entirely focus on melting your brain. Starts out easy - but then in the later levels. oh my...
也没有成就,光挂卡了。
需要点空间感知能力,没有中文,没有云存档,没有成就,steam deck亲测,控制移动经常性的出现视角错乱,不知道这个绿标是怎么给的~
игра имба что мозги сломать
we need chinese
头晕
Players by region
Where this game's players are, estimated from review languages.
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| $266.8K | 2.3K | 90% | $3.99 | |
| $71.3K | 242 | 93% | $7.64 | |
| $64.7K | 428 | 95% | $4.99 | |
| $30.8K | 146 | 88% | $5.99 |
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| $27.4K | 90 | 89% | $14.99 |