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Rooms Review

Rooms Review
Rooms Review

There is something uniquely unsettling about an ordinary house when it stops behaving like one. Rooms understands that fear does not always need blood, monsters jumping into the camera, or an endless supply of grotesque imagery to get under your skin. Sometimes all it takes is a corridor that feels slightly different, a chair that was not there a moment ago, or the nagging suspicion that the room you have just entered is not quite the same one you walked through before.

Developed by solo indie developer as and published by Oiven Games, Rooms is a compact first-person psychological horror experience built around observation, puzzle-solving, and the uncomfortable feeling that something is watching your every move. Drawing inspiration from anomaly detection games such as The Exit 8, it takes the familiar surroundings of an abandoned house and turns them into a constantly shifting maze of clues, mechanical challenges, and supernatural threats. It is a simple premise, but simplicity is very much part of the appeal because Rooms understands that the less you are given, the more your imagination has room to fill in the gaps.

Look Closely

At the heart of Rooms is an idea that sounds incredibly straightforward: look around and pay attention. The problem is that paying attention becomes considerably harder when you know something might have changed without you noticing. Furniture can move, objects can disappear, visual details can distort, and seemingly harmless rooms can suddenly feel completely wrong. The game encourages you to question what you are seeing, and that uncertainty becomes one of its most effective weapons.

This is where the anomaly-detection side of Rooms really works. Rather than throwing elaborate puzzles at the player every few minutes, the game makes observation itself into a puzzle. You need to remember what a room looked like, identify anything that feels out of place, and then decide whether to continue or turn back. Get it wrong, and the consequences can be unsettling, but even when nothing happens, there is a strange satisfaction in spotting the tiniest discrepancy.

That makes the house itself feel like the main character. Doors are no longer simply ways of moving from one location to another. Each one represents another opportunity for the game to mess with your expectations, while the interconnected layout creates the impression that you are wandering through somewhere that has no intention of letting you understand it completely.

When Familiar Becomes Frightening

The strongest aspect of Rooms is its atmosphere. There is an almost oppressive quiet to the experience, with the abandoned surroundings doing much of the heavy lifting. The dilapidated house is not simply a backdrop for puzzles. It becomes a place that feels less trustworthy the longer you remain inside it.

The game also understands the value of sound. A distant noise or an atmospheric disturbance can suddenly make an otherwise empty room feel dangerous, and this is particularly effective because Rooms does not constantly bombard you with horror cues. When something breaks the silence, you are encouraged to listen, because there is a very real possibility that the sound is telling you something important.

That sense of anticipation is arguably more frightening than the threats themselves. The Gazer forces you to confront the darkness rather than simply hide from it, while the Linger makes supposedly safe hiding places increasingly dangerous the longer you remain there. Then there is the Harrow, whose arrival is announced by flickering lights and a rapidly approaching rumble. These encounters work because they give you warning, but that warning does not necessarily make them less frightening. In some respects, knowing that something is coming gives your imagination far too much time to work against you.

Puzzle Mode

Puzzle Mode offers a more traditional structure, placing you in individual rooms and challenging you to work out what needs to be done before you can move forward. The puzzles are built around observation and logic, fitting naturally into the wider concept rather than feeling like separate challenges bolted onto a horror game.

That distinction is important because the best puzzle horror games make solving feel like part of the world. Rooms does this by making its environment the puzzle box. Keys, mechanisms, objects and environmental clues all contribute to the process, and the satisfaction comes from noticing something you previously overlooked.

It also avoids turning the experience into a frantic guessing game. Although there are moments when the pressure increases, much of the enjoyment comes from slowing down and studying your surroundings. That creates an interesting contrast with the threats stalking the house, as the player is constantly pulled between two instincts: stop and investigate, or move before something finds you.

Endless Mode

Endless Mode takes Rooms’ central idea and pushes it further, demanding more. Rather than simply working through a fixed sequence, the house rearranges itself on each attempt, creating a potentially different journey through 100 rooms. Wrong turns, stairs, interruptions involving keys and power, and the invisible presence waiting to punish hesitation all combine to make the structure feel considerably more unpredictable.

The timer adds another layer of pressure. In Puzzle Mode, you can afford to take your time and examine a suspicious object from several angles. Endless Mode asks whether you can maintain that attention while knowing every second is being counted. Your personal best is saved, giving the mode a competitive edge and encouraging repeat attempts for anyone who enjoys chasing better times.

There is a clever tension here because the very thing that makes you better at Rooms can also make it less mysterious. Once you have encountered enough anomalies and learned the warning signs, you naturally become quicker at spotting them. That is satisfying in the short term, but it also contributes to the game’s biggest weakness.

Short, Sharp and Familiar

The brevity of Rooms is both a strength and a limitation. There is something refreshing about a horror game that understands its own scale and does not stretch a simple concept into an unnecessarily long campaign. You can get into Rooms, absorb its atmosphere, learn its rules and experience its central ideas without feeling as though you are signing up for a thirty-hour commitment.

The downside is that once you have recognised the various anomaly patterns, some of the mystery inevitably disappears. The first time you notice something has changed, there is genuine uncertainty because you do not know what the game is capable of. Later, once you have learned its tricks, the process can become more methodical. That does not make it bad, but it does mean that the initial discovery is likely to be considerably more memorable than repeated play after everything has been uncovered.

For the price and the deliberately compact format, however, that is not necessarily a deal-breaker. Rooms feels designed to deliver a concentrated dose of psychological horror rather than become a permanent fixture in your gaming library.

The Fear of Missing Something

Perhaps the most interesting thing about Rooms is how it changes the way you look at virtual environments. Once the game has taught you that anything could be an anomaly, you begin to examine everything. Is that painting different? Was that object always there? Did that light flicker before? Was the furniture arranged like that?

That paranoia is where the game finds its soul. The horror is not simply about what might attack you. It is about uncertainty and the nagging feeling that you have failed to notice something important. Rooms takes a very ordinary human behaviour, looking around a familiar environment, and turns it into a source of anxiety.

It is also why the game can be more effective than its relatively modest presentation might initially suggest. It does not need an enormous world or an elaborate mythology to create tension. Instead, it makes you question your own observation skills, and there is something wonderfully simple about being frightened by a chair that should not be there.

Final Verdict

Rooms is a neat, atmospheric little horror experience that understands exactly what makes anomaly detection games so compelling. Its combination of observation, environmental puzzles, looping spaces and supernatural threats creates an experience that can make even the most mundane room feel suspicious. The Gazer, Linger and Harrow provide welcome variety to the tension, while Endless Mode gives the central concept an additional layer of pressure through its shifting layout and timer.

Its short length and limited replay value once the anomalies become familiar prevent it from becoming something truly substantial, but that may also be missing the point. Rooms is not trying to be an enormous survival horror epic. It is a bite-sized psychological horror game built around the simple idea that if you stop paying attention for even a moment, something may have changed.

There is a quiet confidence to that approach. Rooms does not need to shout to get your attention, because once you step through its doors, it teaches you to look closely at everything. And when a game can make you suspicious of an apparently innocent room, it has already achieved something that many louder horror games struggle to accomplish.