Info about Who's at the door?:

Official game description:
**BE CAREFUL OF THE HALLUCINATIONS**
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**GAME OVERVIEW**
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*   If the hallucinations don't persist, you're safe. Open the door and get the medication from the visitor.
*   If the hallucinations remain, take the medicine by the door.
*   Follow this routine for **8 days**, and your condition may begin to improve.
**GAME INTRODUCTION**
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**I am a psychiatric patient.**
I don't remember when it started—or even the moment the headaches began.
Hallucinations are nothing new to me. But when they linger and begin to overtake reality, it's a whole different story.
_I have to take the medication._
Caught between hallucination and reality— Are you ready to face the truth?
**MULTIPLE ENDINGS**
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The story doesn't end with just one playthrough.
Replay the game to find hidden doll pieces.
Each piece is a key that brings you closer to the truth.
There are **three main endings.** 
And when all pieces are collected, the **true final ending** is unlocked.
**Who's at the Door?** is a short psychological horror game inspired by surreal titles like _The Exit 8_. It offers roughly 90–120+ minutes of immersive gameplay, letting players experience the world of a patient suffering from hallucinations.
CONTENT WARNING
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This game includes themes or visuals not appropriate for all ages or workplace environments : Violence, general mature content-Graphic depictions of blood, portrayals of psychological distress, disturbing imagery and sound design.

Release date: 18 Jul, 2025

Categories: Psychological Horror, Single-player Story, Multiple Endings, Puzzle Solving, Time-based Mechanics, Treasure Hunting, Atmospheric Horror


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Exceptional and Unique Horror (weight 0.99): Players consistently praise the game for its effective and unique horror elements, including well-placed jumpscares, a creepy atmosphere, and surreal visuals that create a genuinely terrifying and immersive experience. Many found it to be one of the scariest and most enjoyable horror titles they've played.
- Engaging and Clear Storyline (weight 0.38): The game's story is frequently highlighted as a strong point, being described as simple, easy to understand, captivating, and well-integrated into the gameplay. Players appreciated how the narrative unfolds, adding depth and intrigue beyond typical anomaly-spotting games.
- Strong Visuals and Audio (weight 0.24): The game's visual and audio presentation receives high marks, with players commending the good graphics, smooth performance, and high-quality sound design. The bizarre and surreal visuals are particularly noted for enhancing the horror experience.
- Varied Anomaly Mechanics (weight 0.24): The anomaly detection mechanics are well-received, with players noting a good variety of anomalies that are challenging yet discoverable. The game is praised for differentiating itself within the anomaly genre by offering unique and often scary variations.
- Great Value for Price (weight 0.2): Players consistently feel the game offers excellent value for its price, often exceeding expectations. The quality and content provided are seen as commensurate with or even surpassing the cost, making it a highly recommended purchase.
- Improved Full Version (weight 0.19): The full version of the game significantly expands upon the demo, offering more diverse phenomena, richer gimmicks, and additional content. Players found the full game to be a substantial improvement and a satisfying continuation from the demo.

Common complaints:
- Over-reliance on cheap jumpscares (weight 0.23): Players found the game's reliance on frequent, often forced, jumpscares to be a major detractor. These jumpscares quickly became predictable and lost their scare factor, leading to annoyance rather than genuine fear. Some also noted inconsistencies in what the game considers a 'hallucination' versus a 'jumpscare'.
- Repetitive and predictable gameplay (weight 0.21): Many players reported that the game quickly becomes repetitive and predictable once its core mechanics are understood. This leads to a monotonous and less engaging experience, reducing the overall enjoyment and challenge. The initial confusion for new players also contributes to a frustrating start.
- Short length and low replayability (weight 0.17): A significant number of reviews highlighted the game's short length, with many feeling it did not justify its price. This brevity also contributes to a lack of replayability, as players felt little desire to engage with the game after a single playthrough.
- Game-breaking bugs in infinite mode (weight 0.1): Several critical bugs were reported, particularly in the infinite mode, leading to loss of progress and unavoidable deaths. These technical issues significantly detract from the player experience and can make the game unplayable.
- Overall negative reception (weight 0.06): A portion of the feedback expressed extreme dissatisfaction, labeling the game as 'garbage' and not worth its price, even on sale. Some players reported significant technical errors preventing them from playing. This cluster appears to contain elements of review bombing due to its strong negative sentiment and lack of specific constructive criticism beyond general complaints about quality and value.
- Minor glitches and tedious elements (weight 0.05): While not as severe as game-breaking bugs, players noted minor glitches and tedious 'spot-the-difference' elements that slightly detract from the overall polish.
- Small game environment (weight 0.04): The small size of the game's environment (a 2x2 apartment) was mentioned, contributing to the feeling of repetition and limited exploration.
- Localization issues (weight 0.04): Some players encountered issues with language localization, specifically with untranslated achievements and inconsistent language defaults after changing voice acting settings.
- Vague instructions and tutorial (weight 0.03): New players found the game's initial instructions and tutorials to be vague, leading to confusion about objectives and mechanics.
- Awkward crouch mechanics (weight 0.03): The default crouch key (spacebar) and its unnatural animation were noted as minor usability and immersion issues.
- Inconsistent hallucination judgment (weight 0.03): Players experienced ambiguity and inconsistency in how the game judged hallucinations, sometimes with judgments changing over time.

Gameplay feedback:
- Core Anomaly Detection Gameplay (weight 0.33): The core gameplay revolves around identifying subtle and obvious changes, referred to as 'anomalies' or 'glitches,' within a repetitive environment. Players must discern if these changes are real or hallucinations to make correct decisions.
- Short Game Length (weight 0.25): The game is relatively short, with most players completing the main story in 1 to 3 hours. This length is generally considered appropriate for the genre and narrative style.
- Hallucination vs. Reality Choice (weight 0.2): A central mechanic involves the player character experiencing hallucinations and deciding whether to take medicine or open the door to a visitor. Correctly identifying the nature of the anomaly (hallucination vs. stable environment) is crucial for survival and progression.
- Includes Endless Mode (weight 0.06): After completing the main game, an 'endless mode' becomes available, allowing players to continue playing for an extended number of 'days' (rounds), offering replayability beyond the main story.
- Creative Hallucinations (weight 0.05): The game is praised for its variety and creativity in presenting different types of hallucinations and anomalies, with a significant number of unique visual and auditory changes to discover.
- Collectible Doll Parts (weight 0.04): An additional objective involves finding collectible doll parts hidden within the apartment, encouraging players to thoroughly search the environment during each cycle.
- 8-Day Cycle with Resets (weight 0.03): The game operates on an 8-day cycle, and making a mistake (incorrectly opening the door or taking pills) results in the cycle resetting, requiring players to restart from day one.
- Anomaly Detection Difficulty (weight 0.03): Some players found it challenging to identify all anomalies or felt that 'non-anomaly' days were rare, leading to a tendency to always take pills.
- Specific Anomaly Examples (weight 0.03): Specific examples of anomalies include inanimate objects coming to life or strange entities appearing, contributing to the game's unsettling atmosphere.
- Full Version Differs from Demo (weight 0.03): Players noted significant differences between the full version of the game and its demo, indicating substantial development and changes from the preview.
- Multiple Visitor Types (weight 0.03): The game features different visitors who appear at the door, and players must learn to distinguish between them and their significance to the narrative.

Performance notes:
- Inconsistent performance and fixes (weight 0.08): While some players report smooth gameplay and no stuttering, others note that enabling V-sync or setting a custom FPS limit can significantly improve performance. This indicates inconsistent optimization across different setups.
- Poor performance and optimization (weight 0.06): Many players report significant performance issues, with high CPU and GPU usage, leading to overheating, especially on high settings. This suggests a need for better optimization.
- Frequent crashes and technical issues (weight 0.06): Players experienced issues like game crashes, prolonged frozen screens, and initial launch problems such as an unlimited FPS cap. These technical glitches severely impact the playability and user experience.

Recommendations:
- Highly Recommended Horror Game (weight 0.42): The game is highly recommended by a significant number of players, especially those who enjoy short, intense horror experiences and anomaly-finding games. Many consider it a top-tier horror title and excellent value for its price, often comparing it favorably to 'Exit 8' style games.
- Target Audience & Playtime Concerns (weight 0.08): Player opinions are mixed regarding who the game is best suited for. Some suggest it's ideal for streamers, while others recommend playing it personally first. There's also a note about potential optimization issues for less powerful PCs and concerns about its short playtime.
- Anticipate Future Developer Content (weight 0.05): Players are very impressed with the developer's work and are eagerly anticipating future games or content from them, indicating strong satisfaction with the current offering.
- High Player Retention (weight 0.05): Most players who commented on refunds decided to keep the game, indicating satisfaction. Only a few requested refunds, suggesting overall positive reception.
- Optimal Play Conditions (weight 0.02): To maximize the horror experience, players recommend playing the game in a dark environment with headphones, suggesting atmosphere is key.
- Desire for DLC (weight 0.02): There is a desire among players for additional content, specifically DLC, which suggests they want more of the game's experience.
- Better with Friends (weight 0.02): Players suggest that the game's experience is enhanced when played with friends, indicating a potential multiplayer or shared experience benefit.
- Enjoyable Hallucinatory Aspects (weight 0.02): The game is noted for its ability to provide a light enjoyment of hallucinatory elements and its story, appealing to those who appreciate these aspects.
- PC Temperature Warning (weight 0.02): A specific warning is given to avoid playing the game if PC temperatures are a concern, implying the game might be resource-intensive or cause systems to run hot.

Other player notes:
- Desire for more content (weight 0.06): While the game's current length is manageable, players desire more content, including additional story elements and characters, to enrich the experience further.
- High quality Korean game (weight 0.03): The game has exceeded expectations for a Korean-developed title, with players praising its quality. This highlights a positive perception of the game's origin.
- Anomaly discovery challenge (weight 0.03): Some players find the number of anomalies to discover overwhelming, yet others are driven to repeatedly play to find them all, indicating a challenging but engaging collection mechanic.
- Innovates anomaly genre (weight 0.03): The game revitalized interest in the anomaly genre for some players, suggesting it offers a fresh or improved take on the concept.
- Encourages persistence (weight 0.02): Players are encouraged not to give up easily, as there are strategies to overcome challenges despite initial difficulties or deaths.
- Dolls become less scary (weight 0.02): Initially unsettling elements, like dolls, become less frightening over time as players adapt to them, suggesting a unique psychological effect.
- Language option request (weight 0.02): A player expressed a desire for the ability to change the default language display, indicating a potential quality-of-life improvement.
- Familiar map atmosphere (weight 0.02): The game's map evokes a familiar and comforting feeling, like visiting a relative's home, which could contribute to its atmosphere.
- Mixed review sentiment (weight 0.01): One reviewer expressed a dissenting opinion, not sharing the general enthusiasm found in other reviews. This suggests a minority viewpoint.
- Typical Steam horror (weight 0.01): The game shares common characteristics with other horror games available on Steam, suggesting it fits within established genre tropes.

Emotions:
- Satisfaction (weight 0.31): Players felt satisfied due to the game's well-crafted story, effective horror elements, and overall high quality, especially considering its price. The game's unique take on the anomaly genre, smooth progression, and diverse scares contributed to a positive and entertaining experience.
- Excitement (weight 0.11): Excitement stemmed from the game's strong horror elements, including unpredictable events and effective jumpscares, which created a constant sense of tension. The intense atmosphere and unique, unsettling experience kept players on edge and engaged.
- Fear (weight 0.1): Fear was primarily caused by the game's immersive setting, frequent and intense jump scares, and overall effective horror elements. Creepy characters, background noises, and surprising scenes contributed to a genuinely scary experience.
- Disappointment (weight 0.07): Disappointment arose from the game's perceived lack of challenge, limited replayability, and over-reliance on predictable jumpscares. Issues like bugs, lost progress, short plot, and a lack of variety in anomalies also contributed to a feeling of incompleteness or poor value.
- Surprise (weight 0.06): Surprise was a common reaction to the game's unexpected quality, especially for a Korean title, and the significant difference in content and scares between the demo and full version. Unique and creative scares, plot twists, and the game exceeding expectations also contributed to this emotion.
- Frustration (weight 0.06): Frustration was mainly caused by technical issues such as bugs, crashes, and poor optimization, leading to lost progress and forced losses. Repetitive gameplay, unclear rules for anomalies, and immersion-breaking UI hallucinations also contributed to player annoyance.
- Enjoyment (weight 0.05): Enjoyment was derived from the game's fun and thrilling gameplay, interesting lore, and effective jumpscares, particularly in the first half of the playthrough. The overall immersive story and the addition of hallucination elements also contributed to a positive experience.
- Confusion (weight 0.03): Confusion was experienced due to unclear objectives, a lack of explanation for game mechanics, and initial disorientation. Language barriers, bizarre in-game encounters, and uncertainty about anomaly rules also contributed to this feeling.
- Joy (weight 0.02): Joy was a general positive feeling associated with the overall gameplay experience, including the act of playing and streaming the game. The game simply making players happy contributed to this emotion.
- Amusement (weight 0.02): Amusement stemmed from the game's jump scares, unexpected humor, and surreal elements, often leading to exaggerated or creative reactions from reviewers. Specific scares and the transformation of creepy elements into something 'cute' also caused amusement.
- Anticipation (weight 0.02): Anticipation was driven by the desire for more content, including potential sequels or future games from the developer. The prospect of completing achievements also generated this feeling.
- Desire (weight 0.02): Desire was expressed for more game depth, variety, and additional content or characters. Players also wished for increased challenge and a continuation of the gameplay experience.
- Intrigue (weight 0.02): Intrigue was sparked by the game's mysterious elements, unique loop mechanic, and the blending of reality and illusion within the story. The surrealism, thematic depth, and hidden lore also captured players' curiosity.
- Boredom (weight 0.01): Boredom resulted from the game's repetitive gameplay, particularly the repetition of anomalies and the small map size. The monotonous nature of the gameplay loop contributed to this feeling.
- Appreciation (weight 0.01): Appreciation was shown for the game's unique features, creative incorporation of themes, and striking creature designs. The game's depth, genre evolution, and accessibility, such as the inclusion of Indonesian subtitles, were also valued.
- Curiosity (weight 0.01): Curiosity was aroused by unfound situations, the game's story, and the possibility of discovering other endings. The strange appearance of characters or elements in the game's thumbnail also piqued interest.
- Engagement (weight 0.01): Engagement was fostered by the game's compelling story, well-designed anomalies, and mysterious narrative flow. The subtle storytelling also contributed to players feeling deeply involved.
- Determination (weight 0.01): Determination was driven by the desire to achieve specific goals, such as collecting all dolls or completing achievements. The game's difficulty also motivated players to persevere.
- Annoyance (weight 0.01): Annoyance was caused by the game's overall experience, specifically mentioning an unskippable animation that disrupted the flow of gameplay.
- Awe (weight 0.01): Awe was inspired by the game's intense horror, compelling atmosphere, and impactful story and ending. These elements combined to create a powerful and impressive experience for players.}