
A scientific experiment in which no one survives, in a first-person survival horror game made by one developer In the role of a random person who is trapped in an experiment, try to get out and find out what is happening in this abandoned place.
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 Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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.
About



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Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
- Feels good at the beginning of the game but when you play for longer becomes more boring. - Atmosphere is nice mostly especially in the game beginning and got scary feelings but some puzzles are very boring or stupid and game is full of puzzles there are always those if you want to move forward so whole game is mostly puzzle solving. plank puzzle is very stupid because buggy grab plank controls especially if they are floor need to crouch and grab but still it not always take it and ghost beat me death so i die constantly luckily this part is easy if you collect the planks or throw them good place to get before the ghost spawn. - Story very basic first feels promising but in the end very empty/generic/basic. - Some achievements don`t work like they should i shut every radio off in game and turn every light on but those don`t work like they should you need to spam the light switch many times and radio to get those open - I think at first 6/10 because i got this discounted and feels promising game but the longer I played, the worse it changed- So i give this 4/10.
ごめんなさい 謎解きでギヴアップしました 各ステージに用意される謎解きと追いかけっこがきつすぎて私にはハードル高かった クオリティは高いと思うし、一切迷子にならず謎解きしながら追いかけっこも余裕だったら楽しめたと思います なので逆にそういうのが得意な人なら楽しめるホラーゲームです 機械翻訳でも日本語訳があるのはうれしいですね
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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, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Traditional Chinese, Korean, Japanese, Polish, Turkish*languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Не любитель игр подобного жанра, но прошел с интересом. А почему каждый перезапуск игры слетает русский язык?
Прохождение не сложное, иногда бывали затупы, но быстро решались, хотелось бы видеть больше раскрытия сюжета, не то что больше текста, а больше конкретики, а так советую для прохождения, для 1-2 вечера вполне неплохо, особенно если на скидке, ха-ха.
O jogo até tem potencial tem legendas grandes e em português, os gráficos são ok, mas os puzzels não tem sentido e não consigo terminar o jogo por um bug do último fusível e eu tentei por muito tempo carregando o jogo novamente de diferentes formas ao colocar a ordem dos fusíveis e não consegui, infelizmente tive que fechar o jogo. Tem pessoas que cosneguiram terminar...... mas no meu caso não deu certo.
有繁体中文 有成就
GOOD
OPEN DOOR is an unsettling and atmospheric first-person horror experience from BraveCat’Studios, built around the claustrophobia of confinement and the dread of being watched. From the moment you wake up inside the mysterious BLACKDOOR facility—alone, disoriented, and with no explanation for how you arrived—you’re thrust into a setting designed to constantly unsettle you. The game doesn’t waste time with lengthy introductions or exposition; instead, it lets the environment speak for itself. Dim corridors hum with malfunctioning lights, distant metallic echoes rattle through the vents, and every shadow feels pregnant with implication. This minimalistic storytelling places you directly inside the unease, reinforcing that survival here is not about combat prowess but about paying attention, thinking carefully, and keeping your fear in check. The gameplay leans into classic survival-horror sensibilities with a focus on exploration, puzzle solving, and stealth. OPEN DOOR consistently presents you with spaces that look deceptively simple but conceal important clues, essential items, or unsafe routes. You will spend time rummaging through drawers, piecing together scraps of notes, deciphering codes, and experimenting with object combinations to unlock deeper sections of the facility. These mechanics aren’t groundbreaking, but they help sustain forward momentum and maintain a tangible sense of vulnerability—every locked door is both an obstacle and a small relief, because you never know what might be waiting on the other side. When danger does appear, the game emphasizes avoidance: you are meant to hide, sneak, or flee rather than engage, which heightens the tension and grounds your character firmly as a powerless subject caught inside something larger and more dangerous than you can fully grasp. OPEN DOOR’s strongest element is its atmosphere, which feels handcrafted with care despite the limitations of a small development team. The facility’s sterile walls carry a faint, oppressive weight, and the lighting choices—often uneven, flickering, or casting long, distorted shadows—do much of the psychological work. The audio design is equally effective: low mechanical drones, disembodied whispers, abrupt clangs, and distant footsteps create a constant sense of threat even when nothing is immediately visible. The game benefits from its slower pacing, using silence and downtime not as filler but as a tool to unsettle the player’s expectations. This deliberate rhythm makes the moments of direct threat more startling and ensures that tension builds naturally over the course of exploration. The narrative unfolds through environmental details rather than direct storytelling. You gradually piece together a history of disappearances, unethical experiments, and paranormal incidents tied to BLACKDOOR’s research. The absence of explicit exposition means the story feels more interpretive, inviting you to form your own conclusions about what was being studied and what went wrong. For some players, this ambiguity enhances the sense of mystery and dread; for others, it may feel too thin or lacking emotional resonance. Still, the fragmented storytelling suits the game’s themes—your character is as confused and uninformed as you are, and the facility’s secrets are not meant to be neatly explained. Despite its strengths, OPEN DOOR doesn’t fully escape the limitations common to many small-studio horror projects. The game’s short length means the mystery resolves quickly, and some puzzles feel less intuitive than they should, occasionally resorting to trial-and-error rather than logic-driven design. Technical hiccups can occur: interaction prompts may behave inconsistently, and minor bugs can briefly interrupt immersion. Enemy encounters, though intentionally sparse, can feel uneven due to unpredictable AI behavior or unclear detection mechanics. These flaws don’t break the experience, but they do reveal the game’s modest scope and the constraints of its development. Still, for players who appreciate intimate, atmospheric horror with a puzzle-driven structure, OPEN DOOR offers an engaging journey into dread. It succeeds not through spectacle but through strong mood, careful pacing, and a commitment to letting the player’s imagination fill in the blanks. The facility’s corridors feel oppressive, the layering of clues rewards curiosity, and the sense of being trapped within an experiment gone wrong is palpable. Approached with expectations aligned to its indie scale, the game becomes a compelling and memorable dive into a dark, mysterious research complex where survival depends more on attention and caution than on strength. In the end, OPEN DOOR is a focused and evocative horror experience that values atmosphere over action and subtlety over exposition. It may be short and occasionally rough around the edges, but it accomplishes what it sets out to achieve: placing you in a confined, threatening space where every sound could signal danger and every locked door hides a new piece of a sinister puzzle. For fans of small-scale survival horror and eerie, exploratory storytelling, it stands as a worthwhile and haunting excursion. Rating: 7/10
за старанее лайк а так из-за кривизны некоторые ситуации были непроходимы
This is the rougher side than the very positive review rating would have you believe. It starts off pretty good but then it has you doing annoying things like trying to throw a book to hit a switch. And guess what if you miss with your 3 books, then you can either backtrack a load to pick them up, or reload. And this is followed with more awful padding like having to carry six physics affected wooden beams that are very awkward, all around a cramped corridor to build a bridge. And the writing is pretty amateur. Plenty of better horror games out there, I expect better now.
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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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