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. The objective is in the title.
All Reviews:
Positive (39) - 92% of the 39 user reviews for this game are positive.
Release Date:
Oct 6, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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 (14)

April 7

GTTOD: Over-overhaul patch notes

Wow that took a long time.

After three months of work, I can happily say that the Over-overhaul is FINISHED. I have gone through and completely re-made a huge portion of the game, and right now I could not be more satisfied. If you are seeing this and HAVEN'T checked out the new stuff, what the hell are you doing? Get in there and give it another shot!

To everyone who sat through the last three months, thank you so much for your support. I hope that where the game is now satisfies you, since it's only going to get better from here.

The positive reviews I have been getting have really filled me with determination to keep working and keep going, and I thank all of you so so much for writing them. We are almost at 90% positive! HYPE!

ANNNNYWAY, lets get these patch notes over with so I can get back to making the game, and you guys can get back to enjoying your Saturday.

  • Six new levels
  • Added water where there at one point was nothing
  • Swimming
  • Enemy teleportation
  • Enemy tweaks
  • Optimization
  • Real lighting and shadows
  • All new art and art direction
  • New menus, options, and level selects
  • All new weapons, weapon tweaks, and animation fixes
  • New bullet effects
  • New enemies (turrets, new Sword and Kamikaze enemies)
  • New trailer!
  • Launch pads
  • Dash resets
  • New momentum-based parkour system
  • Parkour tweaks and fixes
  • Over-all bug fixes (literally hundreds, I'm not listing that shit)
  • New race mode based on 10 second timer
  • New Ninja mode with updated sword mechanics
  • New tutorial
  • Work on a save system
  • Dialogue system
  • Started work on the actual story of the game in new intro
  • Probably a lot more but I'm tired of listing things

I think the real bummer is that this isn't even all I have worked on over the last three months. There are still a TON of new things that I haven't even put in the game yet, and are just waiting to be implemented. I won't be putting them in until more levels are added to the rotation, that way I don't cram pack the current levels and cause a really bad "Indie" difficulty curve (thanks for the wording, Ven). As time passes and more content is added to the game, I will be working with this difficulty curve a lot.

So, for now, enjoy the update, and I'll see you all in the next one!


PS: Don't forget to join the discord to catch up on what is really going down on a daily basis, and to also report bugs and add in suggestions!

Discord Server
4 comments Read more

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
6 comments Read more
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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. The objective is in the title.

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 action!


6 levels with 21 being the goal for full release
Three modes, Default, Ninja, and Race!
18 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.


Over the last three months I have completely overhauled the game. New levels, modes, enemies, and just about everything. Not only has the game changed, but the Roadmap has changed as well. Here is the current and updated roadmap!

  • 21 full levels, not including hidden bonus levels, boss fights, and transition levels
  • 25+ unique weapons
  • Five fully featured modes: Default, Race, Ninja, Deathmatch, and Sandbox
  • Player upgrades and companions
  • Save features to track progress and level areas
  • Three different distinct areas to separate gameplay styles
  • Difficulty enhancers to allow players to choose how they want to play as well as tweak settings with player attributes and enemy stats
  • Bug fixing and tweaking to make for a seamless and smooth gameplay experience

Get To The Orange Door is currently in HEAVY development, and new changes are being added every day! The current roadmap is only a small portion of what I plan to add to the game, but with the nature of the game being very experimental, who knows what could happen. I appreciate you taking the time to check out my game, and I am excited to show you all what I have cooking up next. If you'd like to follow development, report bugs, or add in suggestions, please come and check out my Discord server! I am there every day talking with fans and showing off new stuff!

Discord Server

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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