Get To The Orange Door, an intense and adrenaline pumping parkour platforming First Person Shooter based around the neon and chrome retrofuturist aesthetic of the 80s. This is the Die Hard of modern Indie FPS games.
All Reviews:
Positive (31) - 83% of the 31 user reviews for this game are positive.
Release Date:
Oct 6, 2017

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“After over a year of doing free demos, I think I am finally ready to start charging for GTTOD with the current full version of the game. I am choosing to do Early Access so that I can continue to get the feedback and support that I have been getting from fans in a deeper and more in-depth way.”

Approximately how long will this game be in Early Access?

“I am assuming a few months. I do not plan to be sitting in Early Access for an excessive amount of time. Just only as long as I need.”

How is the full version planned to differ from the Early Access version?

“In the description I have listed my roadmap for Early Access. When I reach into the fan chosen update that will be the final update that launches the game into the full version.”

What is the current state of the Early Access version?

“Right now there are 11 levels, four game modes (an arena mode, Ninja mode, Race mode, and the default game). There are 16 weapons and 8 types of enemies (with 48 variations between each one including health, shields weapon types, ammo type, and more!). The game also features a full parkour system that allows you to make the most out of any environment by wallrunning, dashing, sliding, clambering, and flipping your way around levels.”

Will the game be priced differently during and after Early Access?

“I plan on moving the price up as I venture further into Early Access, although not by much.”

How are you planning on involving the Community in your development process?

“For almost two years I have had a subreddit dedicated to the game. More recently I made a Discord channel full of fans following the game. I have had constant and daily communication with players ever since September 16th, 2016. I plan on continuing this discussion in the Steam Forums as well as the GTTOD subreddit and Discord channel!”
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Recent updates View all (13)

February 20

GTTOD Over-Overhaul progress!

You look me square in the eyes and tell me that THAT SHIT isn't pretty. This is an un-edited screenshot straight from the Unity Editor.

All I did was pull out my gun. God. Damn.

Anyway. Now that I am done jerking myself off, let's talk about all the cool shit I have done these last few weeks.

And by talk, I mean show off a bunch of GIFs.

Here we go:

First off, we will pick-up where we left off last time.

Momentum-Based movement

I have re-written how my character handles forces and physics, making the character more MOMENTUM based rather than a slow sluggish mess. This makes parkour and just general movement SO much smoother than it was before. In the current version of GTTOD it feels like I am flying through butter. In my version of GTTOD, I feel free as a bird. It is an incredible change.

New title screen/Movement/Environments

Look at that shit. Look how smooth it is. This is showing off a few of the new enviroments I have been working on for this update, as well as optimization. I recorded at 1080p 60FPS and I think the lowest it got to was 54 FPS. GTTOD is running better than ever.

The Void and Dash-Resets

The Void (which used to be the black area between levels) has gotten a HUGE make-over. It is now a place that is meant to transition levels AND introduce new mechanics. There are also now pick-ups in the environment that reset your dash and double jumps to give you some extra distance.

New Level Select Screen

This was from last night, it looks more like this now

And to finish this off, LOTS AND LOTS AND LOTS AND LOTS of bug fixes, tweaks, polish, and just overall badassery. New enemies, new art, new levels, new modes, new everything. This is going to be a huge update, and I have been working my ASS off to get it to you guys.

This is going to be great. I can not wait to show this to you guys.

Now, all I can ask of you guys is to check out the GTTOD subreddit and the GTTOD Discord. I am there every day, and there are LOTS of really cool guys there. Recently it has been getting a bit empty, so if you want to come in I would GREATLY appreciate it! That is where I post all of these things day-of, and if you ever want to put your opinion in on the game, the Discord and Reddit is the place to be!

Thanks so much for sticking around and waiting for me to get my slow ass in gear. I hope you guys are as pumped for this update as I am! Toodles!


GTTOD Discord
GTTOD Subreddit
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January 31

Launch pads, boost jumps, realtime reflections and a bunch of other stuff.


Whew it has been a hot second. Sadly, this is not a game update, but it IS an update to show you what I got done today (and yesterday).

I am working on expanding the "platformer" aspect to GTTOD with this new go at things. One of the things that are an OBVIOUS addition would be launch pads! I tried doing something like it with the black holes, but those things freakin' suck so they are outta here. Introducing a glitch/bug free (probably gonna regret saying that) replacement!

On top of that I have also added the addition of slide hopping! This is one of those things that are hard to master, but are a very very helpful tactic if you wanna clear space really really quickly.

As you can see, I am also working on some new art for buildings and levels! I decided to go back to my roots a little bit (as far as gameplay AND visuals go). A lot of people seemed to like the really really early versions of GTTOD MORE than they do the current version. I think there are good and bad things from both of them, so with this redesign I am aiming to keep only the good parts from both sides of GTTOD's life. I know exactly how I want to do this, and I think you guys are gonna love it.

As far as visuals go, I added realtime reflections. I am aiming for GTTOD to look more like an Unreal Engine game rather than a Unity engine game. We will see how well that goes. With this I had to really work hard on optimization, and so far I have seen very little difference in performance on my end, if any.

And lastly are the changes to parkour. Mostly little changes and bug fixes that add a bit more depth to the system, as well as to smooth out some of the rougher edges. I think right now the system is near perfect, but I am not really the one who should be making that decision (;

I will get in touch with you guys again soon showing off some more stuff! I am working really really hard to get GTTOD back up and running again. Sorry for all the delays!
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About This Game


Get To The Orange Door, an intense and adrenaline pumping parkour platforming First Person Shooter based around the neon and chrome retro-futurist aesthetic of the 80's. With a mix of classic and modern first person shooter mechanics, wall run, slide, clamber and dash around each level at supersonic speeds as you blow through enemies with unique weaponry and fluid movement mechanics. This is the Die Hard of modern indie FPS games.

But don't take my word for it! Try out the free demo over on the right before you purchase. I guarantee you will enjoy it.

Use a varying range of weaponry, from a sword that can deflect bullets all the way to two full auto extended magazine machine pistols that shoot heat seeking rounds. Vending machines and boxes scattered and hidden around each level will help you arm up and prepare for the coming action!


11 levels with five more to come before Content Update #1.
Four modes, Default, Ninja, Race, and Arena mode!
15 weapons to blow through enemies with!
A full parkour system based off of Titanfall 2 and Mirror's Edge movement mechanics. Dashing, double jumping, clambering, and wallrunning mechanics are all at your disposal.
Hidden health and parkour upgrades scattered along the levels.
Up to 48 enemy variations, each with different equipment, combat style, and aggressiveness.


Content update #1: MORE LEVELS

Adds more levels to the base game modes to extend playtime, as well as polishes up previously made levels.

Content update #2: GTTOD: ROGUE

Adds the IN PROGRESS game mode GTTOD Rogue into the playable modes. This is a fully featured Rogue Lite FPS mode for GTTOD which adds infinite replayablity in the shape of procedurally generated levels and enemy placements, as well as weapon purchasing between levels and perma death!

Content update #3: WEAPON UPDATE

This adds more weapons to the base game of GTTOD. These will be put in Grab-A-Gun Vending machines and hidden in crates through the main game, as well as being implemented into Rogue and Emission game modes. I plan on going crazy with this one. If there is anything I DO know, it is that shooting guns is fun, and the more guns the merrier. This will also bring a fully featured gun-range back into the game for anyone wanting to let loose on a bunch of targets and test out weapon mechanics.


The big one. This is the update which will have a fully featured Level editor and workshop support for anyone wanting to publish and share their hand-crafted levels with the world. I will be studying Level Editors from games such as Distance to bring a smooth and simple editor into the world of GTTOD. If you haven't taken a look at Distance, I really really recommend it! It is an incredible game.

I digress.

Content update #5: UP TO THE FANS

After every big content update is done, I still have room for one more mode, of which I will be asking fans to choose when we get to this point in development. It could be anything from an Open World map to fight and parkour in to a magic and harmless Fruppy Land. This will be the fan's choice.

We will see how THAT goes. God have mercy.


Through the course of development I will also be doing just some regular updates and patches to improve the game. Right now Controller Support, Mac and Linunx Support, a better options menu, and general polish and bug fixing are the top few on my list. As the game continues in development I assume this list will change and mold until the game is at a place where it is set for the final release. Any new bugs that pop up will be squashed, any areas of the game needing new polish will be drowned in nail shimmer.

System Requirements

    • OS: Windows 7 and up
    • Processor: Intel i3 6100
    • Memory: 4 GB RAM
    • Graphics: Intel Integrated Graphics 530
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: A 1992 Gravis Ultrasound
    • Additional Notes: Could easily run on lower settings, if not mid settings
    • OS: Windows 7 and up
    • Processor: AMD FX 8320 Eight-Core Processor
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon R9 200 Series
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Sound Card: Intel High Definition Audio
    • Additional Notes: This is what the majority of the game was created on.

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