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 (26) - 84% of the 26 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 (10)

December 15, 2017

GTTOD Weapons Update Progress! GIF inside!

First off, without talking, here is a GIF showing SOME of the work I have done (not all of it)

With this update comes a TON of parkour changes, new levels, enemy tweaks and level tweaks, player physics/character tweaks, and of course a full weapon redesign for every single weapon in the game, plus more.

It is a huge update, and I am working really hard to get it out. I hope you guys don't mind the wait!
4 comments Read more

November 25, 2017

GTTOD Update 2 -Hordes'n'such-

Christ this took forever. The update will be out in a few minutes. Taking an extra look and tweaking Emission a bit.

Lots and lots and LOTS of changes here in this update, many of which I have probably already forgotten. I never ever want to take three weeks working on one update again. I feel like I have burned my retinas out staring at this computer for this long. At this point, I am probably gonna focus fire on some bugs for the next week or two to get the game to a more stable point, as well as adding some more things to Arena and Horde mode to fill them out a bit, but I will focus more on that after I get through these patch notes.

Here we go:


  • Added a new mode, HORDE MODE
  • Added the ability to run straight up walls
  • Overhauled Ninja mode. New block and ranged attacks
  • New enemy type, the Sword Dude
  • New Grab-A-Gun art, as well as more of them
  • Brand new tutorial embedded in the levels. Enabled in the Default mode!
  • Fixed level 11, it works now.
  • Fixed Arena Mode, it also works now
  • Brand new level 10. Yep, the last one is gone now.
  • Added melee enemies to Arena Mode
  • New weapon, Felony
  • New starter pistol, Larceny v_2
  • Updated collisions and z-fighting on buildings
  • Fixed clambering bugs so you will no longer get stuck
  • Added new sounds for wall running
  • Footstep system! You are no longer a silent ghost!
  • Fixed enemies with tons of health after dying
  • Sped up some reloads with new sounds
  • Second page on the main menu (nothing too crazy)
  • More optimization changes
  • You now have to be firmly planted on a wall before you jump off.
  • Increased dash cooldown to lessen spam
  • Potential fix for the -10 health, staying alive thing
  • Lowered volume on music and other sound effects
  • Player now walks slightly faster
  • Improved head bob and directional head bob
  • Made level 11 a tad bit less bullshit
  • Fixed some weapons flying through your face when you fall

And I did a lot more, but like I said I have the memory of an electric toothbrush so I really can't say what I missed. I guess we will find out later when the FBI breaks my front door down to let me know I suck at making video games.


Anyway, moving on, I will be focusing a LOT on some bug fixes and little tweaks for the next week, but all that kind of stuff is really boring. Lets talk about the fun stuff.

I have started working on the next big update, which will be the Weapons Update. Despite it's name, there will be a LOT more than just weapons in it, and I'll talk about it a little.

Every single weapon in the game is going to be getting a fresh new coat of paint. You can kinda see the start of this with the new starter pistol and Felony. Your muzzle flash is now attached to the weapon, as well as the gun not flying through your face. On top of that, they have new animations (done by me, so they still kinda suck). I will be hiring on an animator to help me out a little bit. He can make it look pretty while I update the functionality of weapons.

Some weapons will be totally redone, like the Shotgun and Assault. I think these need the most attention. I will also be getting around to fixing the weapon-animation-stick bug with the Affray and Breaking and Entering pistols. I know how to fix it, they just haven't been a huge priority with the whole game falling apart last update and such.

But, enough about weapons, what else is gonna be in the next update?

Well, glad I asked, me! Thanks for asking!

I will be pushing v_2 of Arena Mode and Horde Mode in the next update. This will add lots of new cool shit to the maps of these game modes, adding more functionality, and improving on what they currently are in general. This means a better buying-system, more objectives, better weapons, and just generally improving the flow of the game.

More so than that, will be the Settings Menu overhaul I have been talking about for weeks. A full key-rebinding system as well as better options in general.

I think I have promised one guy that the inverted mouse would be in the last two updates, and yet I keep letting him down. I may go and add that in while I am fixing bugs in the next few days.

If you are reading this, I am so sorry. I have some left-overs from Thanksgiving if you want them? P-please don't hate me.

Moving on from that update, is the big dog. The one and only. The moment we have all been waiting for.

The Rogue Lite update. I have talked about this extensively. The rogue lite mode has been in development since about 5 months ago, which is a really long time considering that GTTOD, in it's entirety, has been in development for 19 months.

A regular mode, like Horde mode or Emission, generally take about 1 month to get to v_1. Rogue lite has taken 5 times that amount, and still isn't even half way. I will be working on Rogue Lite a BUNCH after the next two rounds of bug fixes and the Weapons Update is done.

This will probably be the biggest update GTTOD will ever see. I simply do not know how I will be able to top it after Rogue Lite is done. It will easily triple if not quadruple the size of the game.

However, I will talk more about that after the next update.

I have a lot of work to do, and a lot of bullshit cut out for me.

I hope this update can suffice until I get more work done. Thanks for sticking with me and dealing with my lack of updates recently. I love you guys, fo real.

Have fun!

3 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. 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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