Compare Room 301 NO.6 prices across 50+ stores and find the best deal. Developed by Inter Frame Studio. Published by Gamirror Games. Released on 9/20/2022. Available on PC. Genres: Indie, Simulation.

A one-hour maze-puzzle about forgetting, built by a student team, that punches well above its runtime on emotional weight. Worth knowing what you're signing up for before you launch it.

I went into Room 301 NO.6 expecting a short indie curiosity and came out needing a few minutes of quiet. The premise is mechanical before it is emotional: you play as an elderly woman with Alzheimer's, and every in-game day begins with navigating a fragmented 2D maze on the left half of your screen while simultaneously examining the room around you on the right half - WASD for the maze, mouse clicks to interact with objects. That split-perspective design is not a gimmick. The left-side maze, built from fragmented blocks, literally represents the patient's scrambled internal state. The right side is her physical world, grounded and full of ordinary items that carry extraordinary weight once you understand whose life you are sorting through. The core loop each day is to locate four significant objects - a photograph, a child's toy, a piece of furniture with a story behind it - and collect them to trigger short memory sequences that sketch the protagonist's life: her years as a schoolteacher, her daughter who danced and later moved abroad, her husband's quiet acts of love. The difficulty escalates as the game's "fuzzy border" visual filter tightens your field of view, making item-hunting genuinely harder as the days pass. That is not a difficulty spike for challenge's sake. It is the whole point. Pill Bottles scattered through the room temporarily expand your field of view, offering a brief window of clarity - and the moment you feel relieved to find one, the game has already made its argument about dependency and daily struggle. Honest caveats, because this is where my strategy-brain kicks in: the actual puzzle design is light. Early days are close to trivial, and even the harder later sections are more about patience than problem-solving. The runtime sits around one hour. There is no mod support, no replay structure, no branching - it is a linear, authored experience, closer to an interactive short film than a simulation. Players expecting systemic depth or replayability will not find it. The community has also noted some ambiguity around language options in the demo versus the full release, so confirm English-language support is active before diving in. Who is this for, then? Anyone who has watched a family member lose their grip on memory, or who wants a low-friction, high-empathy experience that uses its mechanics with intention rather than decoration. The hand-drawn aesthetic is warm rather than clinical, and the intergenerational story of a mother and daughter spending difficult days together lands with more sincerity than most games three times the price manage. Developed by a student team at the Communication University of China, it carries the earnestness that polish sometimes erases. Steam players agree: the title sits at 91% positive across roughly 190 reviews, which is a strong signal for something this niche and this short. Diego, Scout Team

Room 301 NO.6
IndieSimulation

Room 301 NO.6

Sep 20, 2022Inter Frame StudioGamirror Games
GamerScout Says

A one-hour maze-puzzle about forgetting, built by a student team, that punches well above its runtime on emotional weight. Worth knowing what you're signing up for before you launch it.

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Screenshots & Media

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About Room 301 NO.6

I went into Room 301 NO.6 expecting a short indie curiosity and came out needing a few minutes of quiet. The premise is mechanical before it is emotional: you play as an elderly woman with Alzheimer's, and every in-game day begins with navigating a fragmented 2D maze on the left half of your screen while simultaneously examining the room around you on the right half - WASD for the maze, mouse clicks to interact with objects. That split-perspective design is not a gimmick. The left-side maze, built from fragmented blocks, literally represents the patient's scrambled internal state. The right side is her physical world, grounded and full of ordinary items that carry extraordinary weight once you understand whose life you are sorting through. The core loop each day is to locate four significant objects - a photograph, a child's toy, a piece of furniture with a story behind it - and collect them to trigger short memory sequences that sketch the protagonist's life: her years as a schoolteacher, her daughter who danced and later moved abroad, her husband's quiet acts of love. The difficulty escalates as the game's "fuzzy border" visual filter tightens your field of view, making item-hunting genuinely harder as the days pass. That is not a difficulty spike for challenge's sake. It is the whole point. Pill Bottles scattered through the room temporarily expand your field of view, offering a brief window of clarity - and the moment you feel relieved to find one, the game has already made its argument about dependency and daily struggle. Honest caveats, because this is where my strategy-brain kicks in: the actual puzzle design is light. Early days are close to trivial, and even the harder later sections are more about patience than problem-solving. The runtime sits around one hour. There is no mod support, no replay structure, no branching - it is a linear, authored experience, closer to an interactive short film than a simulation. Players expecting systemic depth or replayability will not find it. The community has also noted some ambiguity around language options in the demo versus the full release, so confirm English-language support is active before diving in. Who is this for, then? Anyone who has watched a family member lose their grip on memory, or who wants a low-friction, high-empathy experience that uses its mechanics with intention rather than decoration. The hand-drawn aesthetic is warm rather than clinical, and the intergenerational story of a mother and daughter spending difficult days together lands with more sincerity than most games three times the price manage. Developed by a student team at the Communication University of China, it carries the earnestness that polish sometimes erases. Steam players agree: the title sits at 91% positive across roughly 190 reviews, which is a strong signal for something this niche and this short. Diego, Scout Team

Tags

singleplayertier:sub-5Empathy GameSplit-Perspective MechanicsMemory NarrativeShort-FormHand-drawn AestheticAwareness GameStudent Developer

System Requirements

Minimum

OS
Windows7
Memory
4096 MB RAM
Storage
1024 MB available space
Graphics
Intel HD Graphics 3000
Processor
Intel Core i3 2.00 GHz

Recommended

Memory
4096 MB RAM
Storage
1024 MB available space

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Game Info

Developer
Inter Frame Studio
Publisher
Gamirror Games
Release Date
Sep 20, 2022

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What platforms is Room 301 NO.6 available on?

Room 301 NO.6 is available on PC.

When was Room 301 NO.6 released?

Room 301 NO.6 was released on 20 September 2022.

Who developed Room 301 NO.6?

Room 301 NO.6 was developed by Inter Frame Studio and published by Gamirror Games.