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:
Very Positive (66) - 83% of the 66 user reviews for this game are positive.
Release Date:
Oct 27, 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 (29)

April 27

One month worth of GIFs, images, videos, information, and dank memes


While I may not have a TV show set that I can savagely tear down, I do have a community to shitpost to and shove a load of content down their throats!

Welcome back everyone! It's been a hot second since we've last spoke! I hope you are all doing well, and I hope you are ready for an absolute load's worth of GTTOD to be served into your lives. Without further ado, lets blow this popsicle stand.

PAX East went very well! Everyone enjoyed the demo I had there, and I met a ton of cool people (including the big pink guy in the top picture).

After I got back home from Boston, I immediately got to work trying to capture a new visual style for GTTOD that better represented what I wanted out of the game.

This re-design wasn't just for the main art of the game, but the UI as well. The UI was entirely re-worked along with other base game mechanics (that I will get into later)

The visuals started to come together, and the style of the world I was building began to take shape.

I played around with the idea of doing some sick glory kills to gain back slowmo and health. Although the future of this mechanic is unknown, I did really like how it played!

I decided that GTTOD's health system needed another looking at as well (you probably saw this in the UI image up there). GTTOD's health system is now more of a mixture of Halo Reach and Bloodborne. Your base shield can be melted right off you, but your "true health" has i-frames to prolong your suffering in low-health situations. Getting kills heals your true health, but only time away from damage can replenish your shield.

I went back to my roots and began exploring the idea of setting the base levels out on slightly-randomly-generated buildings and rooftops. Suddenly the visuals for GTTOD began to REALLY take shape, and a theme began to emerge.

I took some time to work on some new weapons while I chewed through what I wanted to do with the level design and visuals.

I also decided to re-visit the idea of staggering and dodging enemies. It went well, and a new dodge effect and ability was gifted onto the Dereks.


Here is where the game started to get the new look that I have been working towards for the last couple of weeks. Although basic, this is a REALLY cool visual style to work with.


Once I had my visual base, I began working on some cool new content. This meant new equipment, primarily. Teleportation throwing knives, throwing stars, clubs, katanas, grenades, health packs, you name it, I made it.

With the new style, a new HUB island was born, replacing the long lost island from the Over-Overhaul.

The HUB world became the center of a new, expanded ravine. Falling into the ravine became a start of a new area for GTTOD.


A deep and dark cavern where a sleeping city waits. You are stranded down here, and there is no escape. This is GTTOD's new endless mode.

Combat and weapon design kept coming along smoothly

I began to expand the environmental objects and opportunities the player can utilize.

And lastly, I made a new music system to really show off the folks who have worked on GTTOD's OST.

And that concludes this month's content dump. If you've made it this far, then I guess all I have to say is this:

GTTOD will be re-released into Early Access at the end of May. That's a promise.

I will see you all there!


-Andrew, GTTOD Dev
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March 14

Three months worth of information, GIFs, updates, and more!

Hello everyone! Welcome back to my humble abode. As you have probably guessed, I've been a busy bee these last few months. From just a GAME point of view, a LOT has changed, not just with gameplay design, but HOW the game is made.

Recently, I have partnered up with the company Hitcents to further develop GTTOD! This is super SUPER exciting news, since not only does that mean GTTOD has a BUDGET now (woah) but it means that new opportunities have made themselves available.


GTTOD and Hitcents will be at PAX East this year showing off some cool new stuff and interacting with folks! I will also be there answering questions and sweating profusely due to nerves! Come on down to Booth #21019 where you can interact with me, play a new demo of GTTOD, and get some neat merch!

Now, time to show off all the stuff you've been missing

GTTOD Got a new AI that is really helping to shape combat up:

You now begin to pre-lean into walls:

Dual wielding was finished (sorta) and fully implemented into the game:

Lots and LOTS of changes to the fluidity of parkour:

Quick vaulting:

Enemy fire patterns:

A new attack tied directly to your combo meter:

A new options/pause menu:

New miss effects:

The LAW was reborn for the 15th time:

The shotgun was reborn as the second coming of Derek:

It's really really good.

New equipment and a new rifle, the Breach Rifle:

Thanks for reading! Sorry for being so distant on Steam. I have been super busy working on GTTOD and sometimes I just lose track and forget to do these types of things. Thanks so much for sticking with me, and I hope this clears a lot of stuff up for those of you not on the subreddit or Discord!

And if you AREN'T on the subreddit or Discord, here's some links:

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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 using 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 combat.

  • Fast paced movement focused FPS; a modern take on classic game mechanics
  • Multiple modes to play and master
  • Over 20 unique weapons, all with alternative fire modes
  • Partially generated levels and enemies; no single playthrough plays the same
  • A rad soundtrack

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!

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.

What Curators Say

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