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DOORS (Roblox)

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"A horror game involving doors."
The description of the game.

DOORS is a horror game built in Roblox based on such games as Spooky's Jump Scare Mansion and the Roblox game Rooms, in which the player wanders through 100 rooms of a hotel and more, with many entities that you can encounter.

DOORS was released in August 2022. On January 28, 2023, the Hotel+ update was released, adding new entities, rooms, and items. On August 26, 2023, modifiers were added to the game that allows players to make it either easier or harder for them.

On August 30, 2024, a second floor, called The Mines, was added to the game. It takes place immediately after the events in the Hotel.

The game also became very popular in the speedrun community, with over 2,000 active players doing speedruns of the game in speedrun.com, placing in 2nd position of the most active players on the website, only behind Subway Surfers in amount of active players.

No relation to the creepypasta or psychedelic rock band.


One of the Three Architects marked by celestials assists you with these tropes:

  • Achievement Mockery: Using the Crucifix on entities will unlock achievements depending on what entity you use it on. The descriptions for them are neutral or slightly humorous, but if you use it on Eyes, the related achievement will come with the description, "that probably wasn't the best use of one of those." However, this was changed in an update.
  • Ambiguous Gender: Screech's "psst" sound is in a rather feminine voice.
  • Ambiguous Situation: You're walking through a hotel with about 100 rooms infested with otherworldly monsters that want to kill you. How and why did you get there? No one knows and, as one of El Goblino's dialogue lines implies, not even the player characters know either.
  • Anti-Entrenchment Mook: You can't just hide in drawers indefinitely because after some seconds, Hide will push you out of the drawer you're hiding in, costing you some health.
  • Anti-Frustration Features:
    • While Ambush attacks still warrant Hide to evict you from hiding spots, it will not do this in Rooms 50 or 100. This is justified by the Figure’s ability to hear any drawer you open, which will attract it to your hiding spot. Getting pushed out by Hide would lead to an unavoidable death if Figure was still hanging out near the place you hid in. Hide is also not present for the Rooms and the Backdoor, allowing you to hide for as long as you want.
    • Is the next room not loading properly or fast enough? Glitch will act as a fail-safe and teleport you to the next room. Unlike what happens if you fall behind, this won't take off any of your health. Similarly, if the game glitches out while loading in Halt's attack, another fail-safe will kick in and Halt won't attack at all as if you used a Crucifix on it, cutting you a break and leaving you free to search through the numerous drawers at your own leisure.
    • The Guiding Light will shine the way to the door in rooms that are naturally dark or after some time has passed without any progress. This gets removed in Super Hard Mode and can be turned off with a modifier.
    • While Snare and Timothy can still do damage, it is impossible to die to them, even if the player has 1 HP left. This applies even with the Last Breath modifier that turns the player into a One-Hit-Point Wonder...unless they're turned fatal with their respective modifiers.
    • Rush and Ambush will not attack in rooms with less than two hiding spots. Woe betide the third and fourth players, though. This can be adjusted with modifiers to make hiding spots no longer guaranteed.
    • While A-90 in the Rooms can appear in the middle of an attack, if this happens, A-60 will be slowed down to give the player a little leeway to find a locker in time.
    • Even if you decide to turn on the modifiers that allows entities to attack without opening a door or letting them attack much more often, A-60 and A-120 will never spawn in the greenhouse, with the developers citing the loud noises there (like the rain) making them almost impossible to detect without a candle compared to Rush.
    • With how difficult Super Hard Mode can be at times, the game surprisingly cuts you a break with Figure if you use the Holy Hand Grenade, which is the only item in the game that can successfully kill himnote . This allows you to complete door 50 and 100 at your own leisure.
  • April Fools' Day:
    • The Super Hard Mode released in 2023 was made for this. Outside of the obvious jokes scattered throughout, while it indeed made the game harder in many areas,note  some parts were made easier to compensate for the increased difficulty.note  Trying to access the Rooms in this mode will instead teleport you to a completely different game titled Survive and Kill the Killers in Area 51!!!.
    • Retro Mode released in 2024, introducing a new game mode that transforms the hotel into a classic-looking Roblox style. Mostly all entities are different.note  There's also a new entity called the Drakobloxxer that spawns in swarms after 10 minutes and will kill players. The retro hotel has 44 rooms, players have to manually open doors, and you also have to walk into a closet so that you can hide from entities. Jeff no longer sells anything, and the library, Seek's encounter, and the electrical room have been replaced with an obstacle course. Moreover, the regular hotel features voice-acting for the entities.note 
    • Ranked Mode released in 2025 where players compete against another to get points, the one who outlasts all of the other players in the game wins. The mode also includes every room existing in the game, players can get points by doing things like opening a door or collecting gold, and several entities from all floors are featured in the mode. Booster pads can be found in rooms which give out health, shield, speed and invincibility. Special items can be found in the mode where players can utilize to either benefit themselves or sabotage other players. Points are distributed at the end of the game where players can rank up, as they can display their rank as a badge in the lobby.
  • Arc Number: The number 13 is featured in almost every update trailer or game thumbnail. Usually a door labeled with the number 13 is featured in most of these trailers or images.
  • Arc Words:
    • For the Hotel+ update, "The rules have changed" references the changes making things bigger for both the player and the entities.
    • For The Mines update, "This is just the beginning." tells the player that the hotel is just the tip of the iceberg and that not only are there the hotel entities, but there are even more entities in the mines that the player is yet to encounter.note 
  • Art Evolution:
    • The cutscenes for Seek and Figure received massive quality upgrades in the Hotel+ update, with Seek now visibly tearing itself out of the puddle, Figure lumbering about with much more weight in the Room 50 entrance, and Figure actually running down the stairs in Room 100 instead of climbing down on the railing. note 
    • The Eyes didn't have a jumpscare, it just damaged you until you would die. Now, after The Backdoor update, it spawns with a unique animation with a trail, Eyes also now kills you by making your vision purple and pulls you into them like a black hole.
    • The Mines update revamped plenty of The Hotel's rooms, completely revamping the Greenhouse and Courtyard, it also revamped The Infirmary and Halt's hallway.
  • Big Good: The Guiding Light, who appears throughout the game to help out the players. She mostly manifests as blue lights appearing to highlight important objects if you take a while to notice them, and she also appears after you die to give you tips on how to deal with whichever Entity you died to. She also plays a critical role in escaping Seek as she’ll highlight which doors to go through.
  • Bragging Rights Reward: Before The Mines update was released there was The Scanner. A powerful item with no limit on usage time that grants night vision and the ability to see items needed to progress such as keys and switches through obstructions, can only be obtained by reaching A-1000 in the Rooms, an extremely difficult and time-consuming task.
    • The Scanner was swapped with a different item after The Mines was released. The Barrel of Starlight, a several-use healing item that restores all of your health, grants a speed boost, and makes you emit a bright yellow glow. Any extra health from the item grants players bonus health that slowly declines until it is all gone.
  • Bright Is Not Good: Ambush appears as a bright shine when it whizzes past, and it's a more dangerous version of Rush.
  • Brutal Bonus Level:
    • The Rooms go on for one thousand rooms, with the first exit being nearly 200 in. While you only have to deal with three monsters, they can be daunting for a first time player.
    • The Backdoor. The good news? There are only two monsters (unless you count the entity that appears when running out of time). The bad news? You're on a time limit, and two of the monsters can be described as a walking Eyes and a combination of Rush and Ambush on steroids.
    • The Outdoors is an alternate route that the player can take at door 90. The sub-floor takes place outside in a forest as it has a whole new roster of entities that the player will encounter.
  • Cat Scare: Jack and Glitch will all jumpscare you, but the latter is helpful in case a room fails to generate correctly and Jack's only threat is keeping you out of a closet. Averted with Timothy, who does ten damage, and Void since, while it does teleport you back to the other players if you fall behind, it damages you and can potentially kill you if you're low on health.
  • Cliffhanger:
    • The Hotel ends with this when the player uses an elevator to escape. The Figure attacks the elevator, causing it to fall. This leaves the player looking around in distress and slowly floating up before the cutscene ends just as the elevator reaches the ground.
    • The Mines ends with the player opening a castle door. The Queen Grumble then sneaks up from behind whilst the player in a panic runs into the castle. Unfortunately, Seek also sneaks up behind the Queen Grumble and covers it with its sludge. The game slowly zooms onto Seek forming as the cutscene ends as soon as the castle door closes.
  • Dark Is Not Evil: Jeff is the only dark-related entity who doesn't hinder you in any way, being a Friendly Shopkeeper.
  • Don't Look At Me: Screech will run off, although not after an ineffective jumpscare, after being fully stared at. Eyes turns this trope on the player, as directly looking at them deals damage.
  • Down the Drain: After escaping either the Nest or the Outdoors, the player will always arrive in the Sewers located within the Mines. This area is vacant with narrow tunnels, burning barrels, and garbage. Metal grates and dumpsters also serve as hiding spots that the player can hide in. The difficulty also ramps up compared to before the Nest. Seek, Figure, and Queen Grumble also appear here.
  • Dungeon Shop: Shortly after escaping the Library or The Nest, you can enter Jeff Shop, a room with friendly entities and items you can purchase with coins.
  • Elevator Escape: At the end of the Hotel, the player escapes from the Figure via an elevator. However, the Figure jumps on top of the elevator, attacking it and causing it to fall.
  • Elevator Failure: At the ending cutscene of the Hotel, where the player escapes with an elevator. The Figure jumps onto the elevator, destroying the elevator wire, and falls into a mineshaft, leaving the player and the elevator to plummet down into the mines.
  • Elite Mook: Ambush spawns more rarely than Rush, but will attack multiple times in one room.
  • Embedded Precursor: A passageway in door 60 can be opened up using a Skeleton Key and 2 lockpicks to reveal a near-exact replica of DOORS' inspiration, Rooms, complete with its own set of entities and the Shakelight and Barrel of Starlight unique to the Rooms.
  • Endless Mode: The Trick or Treat Halloween mode functions as this. The difficulty and entity aggressiveness will progressively increase to the point where multiple entities will eventually spawn almost every room and make it practically impossible to advance. However, it's eventually revealed to have a limit as managing to power through them with the right hiding spots or items shows that the cap is Room 500, since the game will outright stop spawning rooms afterwards and softlock you.
  • Eviler than Thou: Major entities like Figure or Seek are shown to be aggressive towards other entities. Figure will attack Gloombats and crush Giggles, while Seek has some sort of rivalry with the Queen Grumble shown in its second pursuit in The Mines. Seek also presumably kills the Queen Grumble at the ending cutscene of The Mines. It is unknown why exactly they are hostile towards the other entities.
  • Face Hugger: Giggles are entities that are visually similar to Screech. They hang from ceilings and attack a player if they're under it. Players can counter this by stunning them with a light, listening to their laughter or hitting them with a glowstick that also stuns them.
  • Five-Second Foreshadowing:
    • Rush's attacks are forewarned with a flicker of the lights as you enter the room. This disappears after Room 90 with the lack of lights, leaving you with no warning at all unless you happen to have the possessed candle. The room before Halt's hallway also features this light flicker, although it is longer.
    • Prior to Seek's assault, eyes will begin appearing all over the walls. The lights may also flicker without warranting the appearance of Rush. (Halt cannot spawn in the prelude to Seek's chase under any circumstances.)
  • Foil: Seek and Figure are the two entities guaranteed to appear, but Seek still has an element of randomness to when it will spawn, while Figure only appears in Room 50 and Room 100. Both have cutscenes upon entering their encounters, with Seek giving chase and the Figure being alerted to your location, although the latter is distracted in Room 50 by a sound elsewhere. Seek's encounters are high-octane chases, while Figure's encounters have you slowly moving about the room while trying to keep a low profile as you complete a puzzle. Seek's main motif is eyes, while Figure is blind and instead uses its keen hearing to find you. Seek will chase you through multiple rooms, whilst Figure will only stay in its boss battle rooms instead of exiting them to pursue you.
  • Foreshadowing: In The Mines, El Goblino can warn you of a monster that hides in the water, even though there aren’t any regular enemies who do that… aside from the gigantic Seek you encounter at the end of the Floor. Similarly, he’ll also warn you of the water turning black.
  • Gameplay Randomization: Each round of the game randomizes the rooms' layout and types you can encounter with some exceptions, meaning two gameplay sessions will almost never be identical.
  • Giant Mook: Encountered at door 150, The Nest, Grumbles are matured Giggles taking the appearance of a way larger Giggle. They travel through burrows and patrol their nest. Grumbles also seem to laugh maniacally when traversing the nest or chasing a player.
  • Glitch Entity: The Glitch, as the name suggests. However, it is an Anti-Frustration Feature that exists to port you into the next room if there is trouble with loading it.
  • Harder Than Hard: After you beat the game at least once, you'll unlock the option to use modifiers that will affect various elements about it, increasing the amount of Knobs you receive per run. Most of them make the game more difficult in some way or, with certain combinations, makes it nigh-impossible to beat. The Hotel Hell badge requires you to turn on enough modifiers for a 150% increase in Knobs, which translates to around 16 to 20 modifiers. To list some examples:
    • If the Rush Hour or Bad Time modifiers are active, then Rush can attack at any time regardless of any open doors. The same applies to A-60 and A-120 if they're active as well. Just try combining this with the I'm Tip-Toeing here modifier that makes it silent.
    • Screech can attack at any time with the I'm Everywhere modifier, even during Seek or Figure attacks.
    • Timothy's bite, normally non-lethal even at 1 HP, can be turned potentially fatal with the Itchy modifier.
    • You can enter the Hotel with 50% health, 10% health, 50% max health, or even turn yourself in a One-Hit-Point Wonder and be unable to take any damage without dying.
    • You can increase Ambush's attacking speed and chance of appearing with the "Afterimage" and "Back for Seconds" modifiers. Not enough for you? The "Again and Again and Again" modifier causes Ambush to endlessly rebound once he appears.
  • Harmless Villain: It's more a case of Ambiguously Evil, but Jack, Timothy, and Glitch seem to fit this bill. Aside from being the Odd Names Out, Jack only gives a harmless Jump Scare when you try hiding in a closet and isn't much of a threat unless Rush, Ambush, or Figure are in play, Timothy only takes 10 health off of you if you happen to open a drawer containing him and can't kill you, and Glitch will port you to another room without damaging you if the game lags behind.
  • Hell Hotel: The game's first area is a hotel full of creatures that all want you dead, even a badge is titled "Hotel Hell".
  • Holy Burns Evil: A crucifix can be used on almost every entity, it summons chains to pull the attacking entity into the ground.
  • Infinity -1 Sword: The Green Herb can be obtained by using a Skeleton Key in the Infirmary, granting a constant passive health regeneration that makes it near-impossible for entities without One-Hit Kill attacks to end your run. Unlike the Shakelight and the Barrel of Starlight, the Green Herb can be used instantly in the main game after unlocking its respective door and doesn't require an additional two lockpicks and going through a lengthy gauntlet that can easily take up more than half the run to complete.
  • Infinity +1 Sword:
    • Reaching A-1000 in The Rooms will reward you with the Barrel of Starlight. This is a healing item that can be used 4 times, when used once, you're replenished with 100 health. However, the Barrel of Starlight gives you bonus health that can reach over maximum HP, this bonus health declines at a slow rate until you've reached back to maximum health. With high enough bonus health, you can outright tank a single hit from entities that are usually instant kills like Rush and Ambush, although other entities like Rush and Figure still kill you in one hit. The item also grants a temporary speed boost, and a light source that emits around you.
    • Before The Mines update was released, reaching the A-1000 door in Rooms would reward you with the Scanner, which has night vision and can be used to locate items. It can never run out of batteries and it can be tossed into the Rift at the end so that you can use it in another playthrough. The only downsides are that it doesn't protect you from Screech and you'll obviously lose it upon dying or forgetting to toss it into the Rift.
  • In-Series Nickname: As the Guiding Light occasionally notes in the game over messages, the Entities don't have names, but our character gives them their official ones as a description of what they do and are.
  • Jumpscare: Every entity does one when delivering the killing blow, with Screech also jumping you either way regardless of if you scare it off or not, but there are two who only exist to scare; Jack and Timothy. They hold no actual threat to your run on their own, with only Jack being a possible threat when it comes to Rush, Ambush, or Figure.
  • Limited Loadout: The player has only 6 item slots and can drop an item to get rid of a slot for more space in their inventory. Considering the huge variety of items that can be found in any floor, this opens up to many different loadouts that can be made. Crucial items like keys can bypass the limit and be picked up regardless of inventory space.
  • Meaningful Name:
    • Rush rushes through the room.
    • Ambush takes unexpecting players by surprise.
    • Hide pushes you out if you hide for too long.
    • Screech screams at you even if you fend it off.
    • Eyes is a bunch of eyeballs.
    • Glitch is a living error.
    • Halt's encounter is a "Two steps forward, one step back" type of chase, requiring the player to go back on their progress when urged to turn around.
    • Seek's primary motif is eyes. invoked Word of God also states that it's quite literally "seeking" the player.
    • Dupe appears as a duplicate of the door, trying to dupe the player.
    • Snares hold you still so Rush and Ambush can catch you.
    • The Guiding Light, as coined by the wiki, appears in dark rooms and Seek chases as a light that guides you to safety.
    • Timothy, Jack, Sally, Louie and Jeff all have regular sounding names, and either do little-to-no damage or are completely harmless.
    • Figure is the odd one out, because it came from an older project. It was originally a codename and it stuck for some reason according to the devs.
    • The monsters in the Rooms are named after the room they start appearing innote , to the point that A-200 is renamed to A-120 due to first appearing in Room A-120. This is invoked by the Curious Light, saying it'd be easy to name them after where they start to appear.
    • Greed only attacks players who steal too much gold in a short time.
    • For the entities in the Backdoor, Lookman's mechanic focuses on not looking at them. Haste, which you have to be quick so you don't run out of time. Blitz blitzes across the room, looking for players to kill, while Vacuum seems to be an empty void that sucks players in if they enter the wrong doors.
    • The Giggles have wide grins and giggle a lot.
    • Grumbles create rumbling while traversing across The Nest.
    • Gloombats destroy any source of light, keeping the place gloomy.
  • Minecart Madness: During Seek's first pursuit in The Mines, the player fails to jump over a gap and falls into a moving mine cart. The player now has to crouch underneath obstacles and move the mine cart into the correct railway or else they'll crash into rubble or fall into spikes.
  • Never Split the Party: Invoked. The Void is an entity that teleports players that are more than five rooms away to the rest of the party, damaging them in the process.
  • Nightmare Face: Many of the entities you can encounter throughout the course of the game are comprised of nothing but horrific floating faces.
  • No Fair Cheating: You can't join a room that has beneficial modifiers until you beat the game at least once. Negative modifiers are fair game however.
  • Non-Indicative Name: Seek's encounter does not involve hiding; it's a relentless chase.
  • Nothing Is Scarier: Just as its inspirations garner their fear, a lot of the game's fear is garnered through paranoia. It does not help that the hotel looks rather mundane for the most part.
  • Ominous Obsidian Ooze: Seek is a humanoid made of black sludge that wants to kill you.
  • Pro Bono Barter: Encountered in The Mines, Louie is a friendly rat that settles inside small holes that can be found mostly anywhere next to walls. The player can barter with Louie. They have to drop an item as Louie will pop out, take the item and swap it with another item of the same value.note 
  • Random Effect Spell: The candies introduced in the 2024 Halloween event have a random, hidden effect and the only way to discover it is to eat the candy (or have someone else eat it). Effets range from the beneficial, like healing candies, to the neutral ones like the Nothing? candy that increases Jack's chances to appear, and to the straight-up harmful like the Run From It candy, which instantly spawns Dread.
  • Sense-Impaired Monster: The second boss, the Figure, is completely blind, and will frequently walk past you if you are quiet enough. Heck, crawling can allow you to even move past it. But if you dare walk by standing up, which will generate more noise, the Figure will immediately run at you and attempt to kill you. It also has long arms, allowing it to have a high chance of touching you and instantly killing you. Its hearing is even good enough to detect breathing, which made hiding in a closet harder by forcing you to play a mini-game to regulate your breathing when the Figure was in front of the closet you are hiding in. Losing would result in you being forcefully yanked out of the closet and killed. This was however removed in the Mines update.
  • Single-Use Shield:
    • The Crucifix, a rare item that can be either bought for 500 coins or found randomly, will instantly stop an entity's attack on you while you are holding it, though it will disappear shortly afterwards.
    • The Bottle of Starlight is another rare item that can be bought for 100 gold in Door -01 of The Backdoor. It can be used to heal a decent amount of health. However, if you use this while in full health, you can gain a bonus of 50 health. If you use this item while Rush is attacking, you can tank Rush by still surviving with little health left. Although, you can only carry one of these and it only has a one-time use.
  • Skeleton Key: The Skeleton Key can be used to open locked containers or doors. Its most notable function is unlocking skull doors, these doors are marked with a skull on them. The Skeleton Key has a total of five uses, opening these skull doors will consume four uses.
  • Some Kind of Force Field: Some force-fields are created as barriers to block certain entrances. If the player is playing with modifiers, then the entrance to subfloors are blocked by a red barrier. A similar barrier is found outside the entrance to the Backdoor in the lobby, although this barrier is yellow that is presumably made by Curious Light. Guiding light also creates blue safe zones to stop the Figure from entering other rooms.
  • Songs in the Key of Panic: The Backdoor timer plays a slow but loud ambience. Once the timer hits 30 seconds, the ambience changes, becoming extremely loud. In the final 5 seconds, the audio becomes distorted, leading to the spawning of Haste.
  • Stalked by the Bell: While it's downplayed, the game doesn't like people who take way too long in a single room after the Mines update. At the start of a run, you're on a generous five minute timer to get a move on before the clock strikes midnight and Dread spawns, AFK players not withstanding. This timer will decrease the farther you get, to the point where you'll eventually only have less than a minute to progress during the last few rooms. Certain room types (like locked doors and generator rooms) will give you an extra couple minutes, while guaranteed rooms and bosses give you a very generous one hour to progress. When Dread is about to spawn, the lights in the room will slowly break and your breath will become audible. Once time is up, the screen will darken to a greyscale tint and Dread will slowly chase you, instantly killing you if it catches you. Despite this, you can either simply open the next door to reset the clock and despawn it, or use the crucifix on it.
  • Timed Mission: The Backdoor's twist is that you are set with a one minute timer that slowly ticks down to your demise when eventually Haste ends up killing you when there's no time left. Of course, to make it actually possible to get through 50 doors, levers are scattered around in these rooms that add more time to the timer.
  • Token Heroic Orc:
    • The Guiding Light leads the player to safe doors in Seek's chase and dark rooms, and gives them tips on how to better avoid the entities they die to.
    • Jeff is a friendly shopkeeper despite being a pair of ghostly white eyes in a patch of shadow.
  • Too Dumb to Live: You can invoke this yourself by igniting a lighter in gas-filled rooms with a clear "flammable" pictogram on the door. Boom.
  • Took a Level in Badass:
    • Figure in Room 100. Prior to the Hotel+ update, it was noticeably easier to avoid him than in Room 50. All players had to do was hide in a closet, pass the heartbeat minigame, and then it will disappear into the previous room until they finish the circuit breaker puzzle. A skilled player could even straight up run past Figure during the intro cutscene and bypass the minigame and final sprint to the elevator completely. In the update, not only was Room 100 overhauled to be harder, but Figure will not stop searching for you until you obtain the ten circuit breakers.
    • Several entities got buffed in the Mines such as Eyes teleporting across the room, Screech attacking in every room, and Rush attacking from the next room.
  • Trial-and-Error Gameplay: The game's description encourages players to subject themselves to this, so that they can learn about the enemies and how to survive them. The Guiding Light also gives some tips after dying.
  • Underground Level: The second floor starts in a mineshaft under the hotel. Taking place seconds after Figure broke down the elevator, crashing it down into the mines.
  • Unexpected Gameplay Change:
    • Seek will chase the player through multiple rooms, and the final room of its encounter features hazards other than Seek itself.
    • Figure goes the other direction, forcing the player to stealthily walk around a room looking for items (books in the library, the power breakers in the elevator room) while avoiding the lurking Figure, before returning to the exit once the player has completed an objective to open it. Room 100 also has the player enter a minigame after getting the breakers, with Figure jumping out of a window as soon as you insert them.
    • The Dam, the final room of the Mines, has you platforming on various pieces of scrap over a Seek-infested pool of deadly water to turn some valves and drain Seek out of the area. The jump button from the previous Seek chases in the Mines comes back for this segment.
  • The Walls Have Eyes: Seek's arrival is littered with eyes all about the walls. These eyes always look directly at you, by the way.
  • Weakened by the Light:
    • Screech will only attack in dark rooms and is less likely to attack players using a light source.
    • Giggle can become stunned temporarily and cannot attack a player if it has been flashed by a decent light source.
    • Grumble will slow down greatly if a player shines a light source on their face.
  • Weird Currency: One of DOORS' main currency is, well, doorknobs.
  • World Tree: The World Lotus at the end of The Outdoors is a gigantic lotus with thorny vines as its roots. The World Lotus also seems to be responsible and powerful enough to control the majority of the Outdoors entities.

"Enjoy your stay!"

 
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If the player is killed by an entity, Guiding Light appears and provides advice on how to avoid being killed by the entity responsible for their death.

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