Compare A House of Many Doors prices across 50+ stores and find the best deal. Developed by Pixel Trickery. Published by Pixel Trickery. Released on 2/3/2017. Available on PC. Genres: Indie, RPG.

A leggy train, a parasitic dimension, and poetry checks. A House of Many Doors is the weird CRPG cousin nobody talks about enough.

A House of Many Doors is a 2D exploration RPG set inside the House, a dimension that latches onto other worlds and drains them of people, creatures, architecture, and culture. You captain a train that walks on mechanical legs across procedurally arranged regions, and you slowly piece together what the House is, what it wants, and whether anything inside it can be trusted. The obvious comparison is Fallen London and Sunless Sea, and the developer wears that influence openly. If that lineage means nothing to you, think of it as a text-heavy narrative RPG where the writing is doing most of the heavy lifting and the systems exist to create friction around the story rather than overshadow it. The core loop is resource management wrapped around exploration. You manage fuel, supplies, and crew morale as you push your train into unfamiliar territory, dock at settlements, take on jobs, and uncover lore fragments that slowly build into something coherent. Combat exists, handled through a card-based system that is functional without being deep. It gets the job done but it is not why you are here. You are here because the writing is genuinely good. The worldbuilding is dense and specific in the way that rewards paying attention. Cultures stolen from other dimensions have textures and contradictions. Factions have competing agendas that do not resolve neatly. Some quests are short and punchy. Some unspool across multiple visits and leave you sitting with an uncomfortable ending. The skill system feeds into text-based checks in dialogue and exploration events. Stats like Tact, Menace, and Esoterica gate different outcomes, and because the House generates its map with some procedural variation, repeat runs hit different beats even if the major story pillars stay fixed. Build variety is modest but present. A captain built around poetry and esoteric knowledge reads the House differently than one who bullies their way through negotiations. Neither is a full playthrough, exactly, but there is genuine replayability here for people who want it. The rough edges are real. The interface is functional but never comfortable. Pacing is uneven in the mid-game, and some regions feel thinner than others, the kind of filler geography that exists to make the map feel bigger rather than to say something new. The card combat, as mentioned, is not going to satisfy anyone who came looking for tactical depth. And with only 432 Steam reviews at time of writing, this is a small, somewhat forgotten release that never got the audience its ambition deserved. If you go in expecting Sunless Sea production values you will be let down. If you go in expecting a handmade RPG with a strong authorial voice and a genuinely strange world worth spending time in, the House has rooms for you. Monika, Scout Team

A House of Many Doors
IndieRPG

A House of Many Doors

Feb 3, 2017Pixel Trickery
GamerScout Says

A leggy train, a parasitic dimension, and poetry checks. A House of Many Doors is the weird CRPG cousin nobody talks about enough.

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About A House of Many Doors

A House of Many Doors is a 2D exploration RPG set inside the House, a dimension that latches onto other worlds and drains them of people, creatures, architecture, and culture. You captain a train that walks on mechanical legs across procedurally arranged regions, and you slowly piece together what the House is, what it wants, and whether anything inside it can be trusted. The obvious comparison is Fallen London and Sunless Sea, and the developer wears that influence openly. If that lineage means nothing to you, think of it as a text-heavy narrative RPG where the writing is doing most of the heavy lifting and the systems exist to create friction around the story rather than overshadow it. The core loop is resource management wrapped around exploration. You manage fuel, supplies, and crew morale as you push your train into unfamiliar territory, dock at settlements, take on jobs, and uncover lore fragments that slowly build into something coherent. Combat exists, handled through a card-based system that is functional without being deep. It gets the job done but it is not why you are here. You are here because the writing is genuinely good. The worldbuilding is dense and specific in the way that rewards paying attention. Cultures stolen from other dimensions have textures and contradictions. Factions have competing agendas that do not resolve neatly. Some quests are short and punchy. Some unspool across multiple visits and leave you sitting with an uncomfortable ending. The skill system feeds into text-based checks in dialogue and exploration events. Stats like Tact, Menace, and Esoterica gate different outcomes, and because the House generates its map with some procedural variation, repeat runs hit different beats even if the major story pillars stay fixed. Build variety is modest but present. A captain built around poetry and esoteric knowledge reads the House differently than one who bullies their way through negotiations. Neither is a full playthrough, exactly, but there is genuine replayability here for people who want it. The rough edges are real. The interface is functional but never comfortable. Pacing is uneven in the mid-game, and some regions feel thinner than others, the kind of filler geography that exists to make the map feel bigger rather than to say something new. The card combat, as mentioned, is not going to satisfy anyone who came looking for tactical depth. And with only 432 Steam reviews at time of writing, this is a small, somewhat forgotten release that never got the audience its ambition deserved. If you go in expecting Sunless Sea production values you will be let down. If you go in expecting a handmade RPG with a strong authorial voice and a genuinely strange world worth spending time in, the House has rooms for you. Monika, Scout Team

Tags

steamText-Heavy NarrativeProcedural ExplorationResource ManagementCard CombatSunless Sea-likeReplayableFaction IntrigueSingle Playthrough

System Requirements

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Reviews & Ratings

Steam
83%(432)

Game Info

Developer
Pixel Trickery
Publisher
Pixel Trickery
Release Date
Feb 3, 2017

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