Compare room13 prices across 50+ stores and find the best deal. Developed by The Paper Robot. Published by Clickteam. Released on 1/13/2017. Available on PC. Genres: Action, Casual, Indie.

A one-man gore-fest that turns zombie organs into gun parts and boss faces into wearable power-ups. Aggressively low-fi, surprisingly mechanical, worth a look if short arcade bursts are your thing.

I have a soft spot for solo-dev passion projects that commit hard to one weird idea, and room13 commits about as hard as anything I have seen in this price tier. The whole loop is basically: clear a room of undead by shooting and brawling, vacuum up their scattered remains to fill a three-section progress meter, collect the batteries that unlock the exit, then move to the next of 13 handcrafted rooms and do it again. That sounds thin written out. In practice the rhythm is tighter than you would expect, because the organ-harvesting and the combat are happening simultaneously and the game never lets you just stand still. The weapon crafting is the real hook. You start with a basic handgun and nothing else, but weapon parts found in crates let you swap out barrels, receivers, stocks, and magazine sizes until your sidearm barely resembles what you started with. Going from a pistol to a makeshift shotgun or a fast-cycling machine gun is entirely plausible within a single run, and the crafting feels tactile rather than menu-buried. A second weapon slot opens up later, doubling the tinkering options. Outside of guns, melee fallback exists in the form of fists, axes, and wrenches, though the melee tools have limited durability and are more of an ammo-conservation measure than a primary strategy. The face system is the other thing that separates room13 from a plain wave-shooter. Your faceless protagonist can wear 32 unlockable faces, each carrying a distinct special ability. Boss faces are the premium rewards: defeat one of the 13 bosses and you can peel off their face and wear its powers into future runs. It is grotesque, it is funny, and it genuinely changes how a run feels. A shark-head face plays differently from whatever you had on before, and that variety is what gives the game its replay momentum. The Memoir Run mode is where the story thread lives, asking you to learn why your character has no face at all and guiding you through the boss encounters in sequence. Endless mode strips that away and just lets you grind upgrades and high scores indefinitely. The honest caveats: the game was built by one person on the Multimedia Fusion engine, and it shows in places. Long sessions lead to repetition fatigue faster than a more densely layered game would. Reviewers who covered it consistently noted that room13 is best absorbed in short, focused bursts rather than marathon sessions, and I think that is the correct frame. The story in Memoir mode is light, and the moment-to-moment action carries more weight than any narrative thread. If you need a game to sink a weekend into, this is not it. If you have an hour, a tolerance for cartoonish gore, and an itch to rebuild a gun between zombie waves, room13 delivers that loop cleanly. Kai, Scout Team

room13
ActionCasualIndie

room13

Jan 13, 2017The Paper RobotClickteam
GamerScout Says

A one-man gore-fest that turns zombie organs into gun parts and boss faces into wearable power-ups. Aggressively low-fi, surprisingly mechanical, worth a look if short arcade bursts are your thing.

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About room13

I have a soft spot for solo-dev passion projects that commit hard to one weird idea, and room13 commits about as hard as anything I have seen in this price tier. The whole loop is basically: clear a room of undead by shooting and brawling, vacuum up their scattered remains to fill a three-section progress meter, collect the batteries that unlock the exit, then move to the next of 13 handcrafted rooms and do it again. That sounds thin written out. In practice the rhythm is tighter than you would expect, because the organ-harvesting and the combat are happening simultaneously and the game never lets you just stand still. The weapon crafting is the real hook. You start with a basic handgun and nothing else, but weapon parts found in crates let you swap out barrels, receivers, stocks, and magazine sizes until your sidearm barely resembles what you started with. Going from a pistol to a makeshift shotgun or a fast-cycling machine gun is entirely plausible within a single run, and the crafting feels tactile rather than menu-buried. A second weapon slot opens up later, doubling the tinkering options. Outside of guns, melee fallback exists in the form of fists, axes, and wrenches, though the melee tools have limited durability and are more of an ammo-conservation measure than a primary strategy. The face system is the other thing that separates room13 from a plain wave-shooter. Your faceless protagonist can wear 32 unlockable faces, each carrying a distinct special ability. Boss faces are the premium rewards: defeat one of the 13 bosses and you can peel off their face and wear its powers into future runs. It is grotesque, it is funny, and it genuinely changes how a run feels. A shark-head face plays differently from whatever you had on before, and that variety is what gives the game its replay momentum. The Memoir Run mode is where the story thread lives, asking you to learn why your character has no face at all and guiding you through the boss encounters in sequence. Endless mode strips that away and just lets you grind upgrades and high scores indefinitely. The honest caveats: the game was built by one person on the Multimedia Fusion engine, and it shows in places. Long sessions lead to repetition fatigue faster than a more densely layered game would. Reviewers who covered it consistently noted that room13 is best absorbed in short, focused bursts rather than marathon sessions, and I think that is the correct frame. The story in Memoir mode is light, and the moment-to-moment action carries more weight than any narrative thread. If you need a game to sink a weekend into, this is not it. If you have an hour, a tolerance for cartoonish gore, and an itch to rebuild a gun between zombie waves, room13 delivers that loop cleanly. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Wave SurvivalWeapon CraftingBoss Face UnlockGore HumorArcade PlatformerOrgan CollectionShort Session2D Side-Scroller

System Requirements

Minimum

OS
Minimum Windows XP SP3 Operating System. Supports Vista, 7 and 8
Memory
256 MB RAM
Storage
40 MB available space
Graphics
Must support minimum of Direct3D 9
Processor
200 Mhz Pentium processor or higher

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Game Info

Developer
The Paper Robot
Publisher
Clickteam
Release Date
Jan 13, 2017

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What platforms is room13 available on?

room13 is available on PC.

When was room13 released?

room13 was released on 13 January 2017.

Who developed room13?

room13 was developed by The Paper Robot and published by Clickteam.