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 (65) - 83% of the 65 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 (28)

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:

6 comments Read more

December 22, 2018

I have taken GTTOD off the Steam Store temporarily

I know this may not be the BEST announcement for this time of year, but this decision did not come easily.

So to catch you up on what has been happening the last 6 months:

6 months ago, GTTOD's files became corrupted

A bunch of issues started popping up. The game began to break down due to an asset I was using not being updated to work with newer versions of Unity. This caused a HUGE corruption of code in the game, and lead to things like the BSOD in Legacy GTTOD.

GTTOD got a redesign

For a while I tried to hold onto it, but I realized that the direction GTTOD was heading in wasn't a good one. It was generic. Part of what made me realize this was talking to publishers, one in particular who really told me what was up. I decided to redesign GTTOD from scratch with NO assets, and to focus on what makes GTTOD unique and stand out.

I released a beta version of the new GTTOD

It went pretty well! Lots of new players, new sales, new fans, everything was going great! However due to how complex I made the character controller, levels had to be BIGGER and BETTER and more AWESOME than ever. This made developing for GTTOD a lot slower.

I decided GTTOD didn't have enough content at the moment to be worth the price

This was the tough decision. I took a look at the game that I had on Steam and I compared it to the amount of content that I had in legacy. The new content was amazing, polished, played well, looked well, and was overall better than ANYTHING in legacy. However there just wasn't enough of it.

I took GTTOD off Steam to further development until I feel it has enough content

So for those of you who purchased the game, you still can play it and I will still update it regularly! However I just don't want to sell the game to people anymore if I can't give them at least a semi realized game.

I need to make more levels, modes, weapons, and enemies before I am comfortable selling GTTOD. When I do come back I will put GTTOD back on sale again for those of you who missed the Winter Sale. It will also have a TON of new content and polish, and I will make SURE it will be worth more than the $10 I am selling it for.

This was a tough decision but I made it because I value my name. I value being someone who doesn't screw people over, and I didn't think selling GTTOD with so little content stood up to that sentiment. I will be back soon!

Sorry for the inconvenience.

-Andrew, GTTOD Dev

PS: Here is the GIF of the previous update if any of you are wondering how GTTOD looks
21 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 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.

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