Compare Wooden Floor prices across 50+ stores and find the best deal. Developed by pheenix93. Published by pheenix93. Released on 2/13/2015. Available on PC. Genres: Adventure, Indie.

A one-man haunted house that messes with your sense of space rather than your eardrums. Two hours of shifting corridors, geometry tricks, and just enough boss weirdness to stick with you.

I have a soft spot for solo-dev projects that commit to a single strange idea and refuse to let go of it. Wooden Floor, built in UDK by a one-man team under the handle pheenix93, is exactly that kind of project. The central trick is spatial: close a door behind you and the room you left may no longer exist in the same form when you turn back. Corridors extend from nowhere. Geometry rotates. The house keeps rewriting itself, quietly, just out of sight. It is a simple mechanical conceit executed with more conviction than you might expect from a 2015 solo release. The tone here is closer to a carnival funhouse than to the bleak torture-porn end of horror. There is no relentless pursuer breathing down your neck. Instead the game leans on accumulating wrongness: a room you recognise from earlier appearing where it has no business being, a pair of glowing eyes in a dark corner that turn out not to be what you feared, a book that suddenly flies off a shelf at exactly the right quiet moment. The jump scares that do appear are spaced and considered rather than crammed in at every doorway. The sound design is the real unsung work here. The musical timing is precise in a way that solo developers rarely manage, with a closing track that will probably stay in your head longer than the scares do. The weaknesses are real and worth naming plainly. The game sits at roughly two hours of playtime, and there is a late platforming section with no checkpoints that will send some players back to repeat progress they have already earned. Asset reuse is noticeable. Certain areas are dark enough that orientation becomes frustrating rather than atmospheric, and players have noted needing outside help just to determine the correct direction. There is almost no explicit story, no written notes to piece together. If you need narrative scaffolding to stay engaged through a horror game, this one will feel thin. The Steam community consensus lands at mixed, and that is an honest reflection of what the game is: a short, focused, flawed thing that works for the audience it is actually aimed at and provides little for anyone else. For the right player, though, the spatial manipulation genuinely unsettles in a way that longer, louder horror games often fail to achieve. The house has a logic of its own, and the moment you start to grasp that logic is the moment the game quietly shifts it again. That cat-and-mouse with your own spatial memory is the whole pitch. Puzzle elements include key collection and some light platforming, and the boss encounter near the end is strange enough to be memorable even when it is being annoying. For fans of Antichamber-style space distortion crossed with low-key haunted house atmosphere, this is a curiosity that earns its running time despite the rough edges. Kai, Scout Team

Wooden Floor
AdventureIndie

Wooden Floor

Feb 13, 2015pheenix93
GamerScout Says

A one-man haunted house that messes with your sense of space rather than your eardrums. Two hours of shifting corridors, geometry tricks, and just enough boss weirdness to stick with you.

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Screenshots & Media

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About Wooden Floor

I have a soft spot for solo-dev projects that commit to a single strange idea and refuse to let go of it. Wooden Floor, built in UDK by a one-man team under the handle pheenix93, is exactly that kind of project. The central trick is spatial: close a door behind you and the room you left may no longer exist in the same form when you turn back. Corridors extend from nowhere. Geometry rotates. The house keeps rewriting itself, quietly, just out of sight. It is a simple mechanical conceit executed with more conviction than you might expect from a 2015 solo release. The tone here is closer to a carnival funhouse than to the bleak torture-porn end of horror. There is no relentless pursuer breathing down your neck. Instead the game leans on accumulating wrongness: a room you recognise from earlier appearing where it has no business being, a pair of glowing eyes in a dark corner that turn out not to be what you feared, a book that suddenly flies off a shelf at exactly the right quiet moment. The jump scares that do appear are spaced and considered rather than crammed in at every doorway. The sound design is the real unsung work here. The musical timing is precise in a way that solo developers rarely manage, with a closing track that will probably stay in your head longer than the scares do. The weaknesses are real and worth naming plainly. The game sits at roughly two hours of playtime, and there is a late platforming section with no checkpoints that will send some players back to repeat progress they have already earned. Asset reuse is noticeable. Certain areas are dark enough that orientation becomes frustrating rather than atmospheric, and players have noted needing outside help just to determine the correct direction. There is almost no explicit story, no written notes to piece together. If you need narrative scaffolding to stay engaged through a horror game, this one will feel thin. The Steam community consensus lands at mixed, and that is an honest reflection of what the game is: a short, focused, flawed thing that works for the audience it is actually aimed at and provides little for anyone else. For the right player, though, the spatial manipulation genuinely unsettles in a way that longer, louder horror games often fail to achieve. The house has a logic of its own, and the moment you start to grasp that logic is the moment the game quietly shifts it again. That cat-and-mouse with your own spatial memory is the whole pitch. Puzzle elements include key collection and some light platforming, and the boss encounter near the end is strange enough to be memorable even when it is being annoying. For fans of Antichamber-style space distortion crossed with low-key haunted house atmosphere, this is a curiosity that earns its running time despite the rough edges. Kai, Scout Team

Tags

singleplayertier:sub-5Spatial HorrorNon-EuclideanSolo DeveloperHaunted HouseAtmosphere-FirstBoss EncounterNo PursuerKey CollectionLight PlatformingMultiple Endings

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
GeForce 8600GT or comparative card
Processor
Dual Core ~2,6 GHz

Recommended

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GeForce GTX650
Processor
Intel Core i5

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Game Info

Developer
pheenix93
Publisher
pheenix93
Release Date
Feb 13, 2015

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What platforms is Wooden Floor available on?

Wooden Floor is available on PC.

When was Wooden Floor released?

Wooden Floor was released on 13 February 2015.

Who developed Wooden Floor?

Wooden Floor was developed by pheenix93.