A House of Many Doors

A House of Many Doors

released on Feb 03, 2017

A House of Many Doors

released on Feb 03, 2017

“Between the infinite worlds was infinite nothing. A void, a darkness between realities. But nothing is as crowded as is nothing. The House built itself in reaction to its own lack of existence.” A House of Many Doors is an indie RPG written and coded by Harry Tuffs, with art by Catherine Unger and music by Zach Beever. In A House of Many Doors you are an explorer, poet and spy, traversing and mapping the House – a vast parasite dimension that steals things and people from other worlds. Exploring in a train that scuttles on mechanical legs, you will discover bizarre civilizations, befriend your crew, write procedurally-generated poetry, and cling to life and sanity.


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Another developer decided to have their own crack at Sunless Sea, and it rules.

On a visual level the world is way less pretty than the Sunless franchise (the settlement art pieces are nice though) and the soundtrack is forgettable, but they've still nailed the most important part: a strange world with wondrous places to explore and weird inhabitants that live there.

And y'know what? I think the story is better than Sunless Sea and Skies! It actually requires you to bond with your crew members! Who are also great!

First of all, I think it would be most appropriate to compare this game with "Sunless Sea" and "Sunless Skies", cause it is most obvious that it not only took a lot of inspiration from these titles but also that it shares with them every single major gameplay mechanic. The best part of A House of Many Doors is its writing, which is among the best games I've played. It does manage to transmit the world setting and its different aspects (characters, locations, monsters etc.). It does stay on par with both games from Failbetter Games. It is quirky, witty and mysterious almost everywhere it has to be. Nonetheless, I had a feeling that in every other single aspect, the game falls short and doesn't deliver as much as the other two games did. This might be the budget thing, which I can understand, but with having already experienced "sunless sea" and "sunless skies", I feel that the world is much more empty and doesn't have much to offer. There is almost nothing to do in between locations, therefore, there is no sense of exploration, which, for me, was one of the strongest cards of the other two titles. The world looks too similar everywhere and does not offer any interaction with it. I have heard positive things about the combat in the game and how it is much less annoying than in "Sunless Sea". Tbh, I disagree with this point completely. I agree with the fights being a tad less primitive, but they are also less immersive and still underdeliver in terms of gameplay. At first, it seems complex, but once you get the gist of it, it becomes mundane and boring, and in most of the fights you just have to destroy the guns of your enemies and then just destroy their ship entirely. Immersion-wise, I don't like how you only fight other kinetopedes and cannot fight any monster at all (haven't finished the game and there might be a chance to fight monsters, but in my 12-13 hours I only fought bandits and occultists). Besides, I don't like that this is not implemented in any way into the world itself and is happening completely isolated, like a mini-game. That's why, even though I can accept criticism of the combat in "Sunless Sea", I do still think that it still is good enough for such a game as it is. It gives you much more flexibility in how to approach the battle. All the upgrades that your ship can get, can be used in a fight. In "A House of Many Doors", you depend only on your staff and your guns. Other upgrades play a much lesser role and are needed only for exploring. Exploration in this game, as I said, is boring, it is basically nonexistent. The layout of the map is the same everywhere, with the same houses, the same ruins, and, thus, the same interactions, and the same music, both in cities and outside in the house's rooms. In Both SSs you had different mobs in different map areas, different weather effects, and different visuals overall. In addition, you had different music, which was great and made every other aspect much more colorful and atmospheric. When you approach a port, you are able to see how it looks from the outside, along with seeing the mobs around it and the music playing, which gives you an initial impression of what's to come. In AHoMD, you just go through empty corridors and then suddenly find a city or some other location. The transportation here feels more like a burden and a waste of time between the cities. The areas (cities and other hubs) are done well, mainly because of writing, as I already mentioned. The crew of your kinetopede is, I think, definitely better than in "Sunless Sea", and is either on par or a bit better than in "Sunless Skies". Everyone has their quirk and unique interactions which you don't expect in the other two games. The thing is, again, all these cool mechanics could've been even better if the other elements were done successfully. The last thing: this game is not as challenging as the other games. I had much fewer problems with surviving in this game because the resources were easily manageable, and if there was any real threat to my ship, I could just run away to another room, which wasn't really hard if you juke in the ruins well enough.
Even though I did criticize this game heavily, I don't think it's bad, since it does have its own strong points. I just could not go without comparing it with the other two games, of which I think very highly. I think, it deserves a 6/10 for me, but, if you haven't played "Sunless Sea" or "Sunless Skies", you might as well start with this one, and you might like it more than me.

This game's writing is excellent. It's some of the best I've ever encountered in a video game. The prose is rich and evocative, and the atmosphere is genuinely chilling. It's like a captivating interactive novel with branching narratives.
Engage with this game for its captivating narrative and the meaningful choices you make throughout your interactions with its various situations in cities and encounters. While the ship battles might not be the most engaging aspect of the experience, the overall storytelling and impactful decisions make this game a worthwhile journey.

dude ... i had such an insane crush on the fucking goat man whats wrong with me

bad stuff out of the way first: it's a little glitchy. the combat's a little weird. there's some typos.
anyway: this is one of my favorite games of all time. the writing is insanely good. the characters are lovable/interesting. the art is gorgeous. the music SLAPS.
if you want a half game/half book experience with bizarro vibes that keeps you solidly between joy and horror at all times, you should pick up a house of many doors.