Compara los precios de REPOSE en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bozó Attila Bertold. Publicado por Akupara Games. Lanzado el 14/4/2025. Disponible en PC. Géneros: Action, Adventure, Indie.

A one-person horror dungeon crawler that counts every step against you, if the claustrophobic weight of a dying corporate facility sounds appealing, this black-and-white oddity earns its strange little place.

My first few minutes with REPOSE felt like finding a handwritten note slipped under the door of a building you were told to avoid. Hungarian solo developer Bozó Attila Bertold built this from the ground up as a 1-bit, first-person dungeon crawler set inside a descending corporate facility that keeps getting worse the further down you go. The aesthetic is stark and deliberate: pure black and white pixel art, grid-based movement one step at a time, a flickering flashlight cutting through corridors lined with the mutilated corpses of your predecessors. The whole thing has a David Lynch quality to it, somewhere between Eraserhead and the earliest Silent Hill, austere enough that your imagination does most of the heavy lifting. The core loop is about energy. Every step you take, every axe swing, every trap you blunder into chips away at a fixed counter. When it hits zero, you wake up. Bad dream. Except the facility is still there, still going down. Your job, assigned by a faceless entity called simply "the company," is to gather oxygen tanks from dead colleagues and push deeper. You carry a lantern, an axe for close encounters with whatever deformed things haunt the lower floors, and a handgun kept strictly for emergencies. Combat is fast and punishing: hesitate against an enemy once they clock you, and you are dead before you register what happened. The save system leans into the period-piece atmosphere by offering manual save codes you write down yourself, though this can be toggled off if you find it more friction than fun. Where REPOSE divides players is exactly where it is most honest about what it is. The labyrinthine level design is genuinely impressive craft, corridors wind back on themselves in ways that reward careful map-makers and punish anyone who assumes a straight line exists. But that same design means the trial-and-error cycle of running out of steps, respawning at the last bed, and attempting the same stretch again can tip from tension into tedium for players who want guidance. Some reviewers felt the gameplay loop never fully matched the promise of the atmosphere; others found the hidden strategic layers and careful routing exactly what they came for. Steam players landed firmly in the first camp, with the game sitting at Very Positive. Critics were more split, with scores clustering around the idea that the visual and sound design, a soundtrack by Our Star Is Dying that sits just on the edge of audible unease, outpaces the mechanical depth on offer. Repose is short. You will not lose a week to it. What it does ask is that you slow down, count your steps, and stay curious about a mystery the game parcels out through surreal NPC conversations, environmental storytelling, and a narrative thread involving a former employee named Aaron that the game absolutely does not want you to ask about. For players who grew up with Wizardry-era crawlers, or who want something that feels genuinely handmade rather than procedurally assembled, this is one of those rare small games that earns its specific mood completely. For players who need fluid movement and robust waypointing, it will feel archaic by design and that is not a bug. Kai, Scout Team

REPOSE

REPOSE

14 abr 2025Bozó Attila BertoldAkupara Games
GamerScout opina

A one-person horror dungeon crawler that counts every step against you, if the claustrophobic weight of a dying corporate facility sounds appealing, this black-and-white oddity earns its strange little place.

PC
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My first few minutes with REPOSE felt like finding a handwritten note slipped under the door of a building you were told to avoid. Hungarian solo developer Bozó Attila Bertold built this from the ground up as a 1-bit, first-person dungeon crawler set inside a descending corporate facility that keeps getting worse the further down you go. The aesthetic is stark and deliberate: pure black and white pixel art, grid-based movement one step at a time, a flickering flashlight cutting through corridors lined with the mutilated corpses of your predecessors. The whole thing has a David Lynch quality to it, somewhere between Eraserhead and the earliest Silent Hill, austere enough that your imagination does most of the heavy lifting. The core loop is about energy. Every step you take, every axe swing, every trap you blunder into chips away at a fixed counter. When it hits zero, you wake up. Bad dream. Except the facility is still there, still going down. Your job, assigned by a faceless entity called simply "the company," is to gather oxygen tanks from dead colleagues and push deeper. You carry a lantern, an axe for close encounters with whatever deformed things haunt the lower floors, and a handgun kept strictly for emergencies. Combat is fast and punishing: hesitate against an enemy once they clock you, and you are dead before you register what happened. The save system leans into the period-piece atmosphere by offering manual save codes you write down yourself, though this can be toggled off if you find it more friction than fun. Where REPOSE divides players is exactly where it is most honest about what it is. The labyrinthine level design is genuinely impressive craft, corridors wind back on themselves in ways that reward careful map-makers and punish anyone who assumes a straight line exists. But that same design means the trial-and-error cycle of running out of steps, respawning at the last bed, and attempting the same stretch again can tip from tension into tedium for players who want guidance. Some reviewers felt the gameplay loop never fully matched the promise of the atmosphere; others found the hidden strategic layers and careful routing exactly what they came for. Steam players landed firmly in the first camp, with the game sitting at Very Positive. Critics were more split, with scores clustering around the idea that the visual and sound design, a soundtrack by Our Star Is Dying that sits just on the edge of audible unease, outpaces the mechanical depth on offer. Repose is short. You will not lose a week to it. What it does ask is that you slow down, count your steps, and stay curious about a mystery the game parcels out through surreal NPC conversations, environmental storytelling, and a narrative thread involving a former employee named Aaron that the game absolutely does not want you to ask about. For players who grew up with Wizardry-era crawlers, or who want something that feels genuinely handmade rather than procedurally assembled, this is one of those rare small games that earns its specific mood completely. For players who need fluid movement and robust waypointing, it will feel archaic by design and that is not a bug.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-51-Bit AestheticStep-Based MovementHorror Dungeon CrawlerCorporate HorrorResource ManagementSave Code SystemSci-Fi HorrorAxe CombatSurreal Narrative

Requisitos del sistema

Mínimos

OS
Windows 10 or later
Memory
2 GB RAM
Storage
200 MB available space
Processor
1.1 GHZ

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Información del juego

Desarrolladora
Bozó Attila Bertold
Distribuidora
Akupara Games
Fecha de lanzamiento
14 abr 2025

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¿En qué plataformas está disponible REPOSE?

REPOSE está disponible en PC.

¿Cuándo se lanzó REPOSE?

REPOSE se lanzó el 14 de abril de 2025.

¿Quién desarrolló REPOSE?

REPOSE fue desarrollado por Bozó Attila Bertold y publicado por Akupara Games.