
Rooms: The Main Building
If you have a quiet afternoon and a fondness for the kind of puzzle that makes you pause mid-click and reconsider everything, this award-winning South Korean indie is worth your time.
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About Rooms: The Main Building
I kept thinking about the 15 Puzzle as I sat with this one, that plastic sliding tile thing you gave up on as a kid. HandMade Game took that frustrating little toy and added a wrinkle that changes everything: you can only move the tile your character is actually standing in. That single constraint transforms a familiar brainteaser into something genuinely thoughtful, because now you are solving two problems at once - where does Mr. X need to go, and how do you maneuver the room he is standing in to get him there. The two logics pull against each other in a way that is quietly satisfying when it clicks. The setting helps. There is a film noir undercurrent to Rooms Mansion, all dark corridors and retro detailing, and the soundtrack leans into that atmosphere with tunes that are catchy in a slightly strange, slightly melancholy way. The story is threadbare on purpose: Mr. X receives a cursed jigsaw puzzle on his birthday and gets pulled into an other-dimensional mansion, guided (and manipulated) by a talking book called Mr. Book who is not exactly on your side. The narrative is thin, but the framing gives each puzzle a sense of place rather than just a grid floating in void. The mechanics layer in gradually. Early puzzles introduce the core slide-and-walk rhythm. Then ladders appear, letting you move vertically between rooms. Then warp telephones that snap Mr. X across the board instantly. Then explosives for blasting through brick walls, fire hydrants for draining flooded rooms, colored keys for locked doors, wardrobes for swapping positions. By the time later mansions combine several of these elements in a single puzzle, you are genuinely planning several moves ahead. The learning curve is smooth enough that the complexity never feels unfair, though chasing the gold rating on every room by also arranging tiles into the correct background image is a distinctly harder ask. The honest caveats: the visuals are blurry and muddled in ways that occasionally make it hard to read busy tiles at a glance. Hovering your cursor activates a glowing halo on objects, which helps, but a steady hand matters more here than it should. The adventure-game segments on Rooms Street, where you collect items and solve minor point-and-click puzzles in a hotel, a subway station, and an antique shop, feel like filler rather than depth. Critics noted at the time that this secondary content slows the pacing without adding much brain-teasing value. The puzzles themselves are also front-loaded with easier fare; the genuinely tricky rooms arrive later, so first impressions can feel a little slight. There is also a level editor that lets you build and share custom puzzles, a small but real bonus for the dedicated. This is a game from a South Korean indie studio that won the 2006 Korean Indie Game Competition and placed in the IGF Student Category the following year. That pedigree shows in the craftsmanship of the core mechanic. It is not a long game, and it is not a flashy one, but the central idea is genuinely original and the best puzzles carry that quiet satisfaction of a solution that feels inevitable only in hindsight. For puzzle fans who do not mind some visual roughness and a slow warmup, it rewards patience. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 256 MB RAM
- DirectX
- Version 7.0
- Storage
- 79 MB available space
- Processor
- 1 GHZ or higher
- Sound Card
- DirectSound compatible sound card
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Game Info
- Developer
- HandMade Game
- Publisher
- Zero Rock Entertainment
- Release Date
- Jul 11, 2014