The White Door - robin.ras

An anonymous source leaked a Hypnosis Recording from The White Door. The source mentioned it was found on a USB stick from Doctor Theo Hoorn.
The White Door - Second Maze
We found old footage of a mysterious murder case linked to The White Door. An unconfirmed report identifies the man as Doctor Theo Hoorn.

Hoorn was working for controversial mental health institute: The White Door.

We tried to call The White Door (+31202443854) or visit their website:, but we haven't got any response so far. Feel free to discuss it on Discord:!

Update the game - The Basement is now available.

The White Door - Second Maze

The beautiful soundtrack of The White Door by Victor Butzelaar is now available on Spotify and other streaming services (including Bandcamp)!

Hope you will enjoy his new masterpiece 🎶 🎵
The White Door

One of the most profound effects of a monochrome palette is to make you notice what isn't there. There's a tacit implication that something's thematically, not just visually, missing when you watch a world in black and white. We tend to look at monochrome game worlds as a stylistic shorthand for grief, loss, depression, and other subject matter that can really fuck up your Sunday.

That's certainly true of Rusty Lake's The White Door, but in this point-and-click-meets ayahuasca journey you're asking the question literally, not just figuratively: what's missing? Small changes to the daily routine imposed by the white coats behind the white door; an empty white plate instead of the meals you're used to receiving at exactly 5pm—these feel like major narrative revelations in the minimalist confines of your cell.

You are Robert Hill and the year is 1972. You know this because it's written on the calendar on your wall and the driving license in your drawer. Otherwise, the wheres and whys of your life—most pertinently how you ended up in a mental health facility—elude both character and player. What follows is a few days of mundane hour-by-hour routine laid out by unseen people who, you hope, are caring for you.

It's a classic bout of testing the player's obedience, pushing you further and further with prosaic tasks like brushing your teeth at the same time, every single morning, until you start to question things—to pick at the corners of that simple white box you're confined within, and uncover something more complex.

This device works especially well in games because we're so well-trained to suspend our disbelief—to forget that we're following game designer's script and just knuckle down with the task at hand. The fact it's been employed so well elsewhere though lessens the impact here. When the lines of code start to infect the erstwhile cheery arcade game in Pony Island, corrupting the kid-friendly images with satanic symbols, or when Portal 2's pristeen test chambers start to show the faintest signs of life outside the walls, my mind was blown. Years later in The White Door, when rats and shadowy figures invade your sterile room—figments of Robert’s troubled mind—I say to myself, 'Yep, that old trick.'

While you poke about at the bits between the game, Robert too goes somewhere else between his monotonous days, escaping in his dreams. Here a story starts to form of how he might have ended up behind the eponymous door and why he looks so glum in the mirror every day.

Mechanically it's always light-touch. You might be dragging a coffee cup up to Robert's lips as he narrates that he took another sip of coffee in a dream sequence, or answering multiple choice questions during your daily psychological examination. As it progresses it becomes something more like a traditional puzzle game, employing pattern recognition and logic challenges to gate progression, but The White Door's woozy, reality-bending tone means you're never sure of the rules.

Sometimes that's a good thing. It means you don't question why doing X produces outcome Y but instead just lose yourself to the flow of the journey. And in much the same way as the magical realism of Kentucky Route Zero led to tuning radios for no discernible reason, sometimes playing with the image you're presented with and challenging your assumptions about it hold the key to moving forward.

You don't question why doing X produces outcome Y but instead just lose yourself to the flow of the journey.

Note I said 'sometimes'. Point-and-clicks have run the risk of being obtuse in their puzzle logic since Ron Gilbert still got IDed buying beers, so when you introduce the conceit that you're a confused and amnesiac man being held in a room by people whose motives are unclear, well, the puzzles are going to get pretty messy, aren't they? Logical they most certainly are not, and a few are just a bit too abstract to feel satisfying when you suss them out. In any event, there's a link within the game options to developer walkthroughs for each level, or the option to ask for a hint on the game's Discord server, so you're never truly stuck. All puzzle games: do this please.

Games concerning themselves with mental health issues are increasingly common, and this one doesn't have much subtlety about it by comparison to its peers. Darkness and colour. Muddled memories. Sinister psych wards—all the classics are here, and its opaque storytelling style is a trope too. The vagueness of the narrative might be aiming for literary complexity but, well, it comes across as taking the easy route. Jumble things up with dreams and visions, leave a few questions unanswered, and hope the player does the rest.

Despite all that, I found the subject matter much more challenging than the puzzles. Without delving into the narrative specifics, The White Door is a game about feeling as bad as it's possible to feel, and with just a few brushstrokes and some voice acting it's unpleasantly effective in putting you in that mental space. It is also a game about feeling better, and enduring life's colour-drained, joyless passages, emerging from the other side, and finding beauty in the smallest, simplest things. All of us can find personal relevance and significance in that, and I suppose that's the power The White Door has. 

In two hours, using art assets that while well-drawn wouldn't look out of place on Newgrounds for their minimalism and resource economy, The White Door gets under your skin and makes you feel what it's like to be somebody else. And it does this not with its exposition sequences or puzzles, but by making you live Robert Hill's tightly scheduled life, toilet trips and all. It's certainly effective at taking you to an uncomfortable place and letting you feel the truth of the sentiment that things get better.

The White Door

The Rusty Lake games, very loosely speaking, are point-and-click adventures, but it's closer to the mark to describe them as strange, interactive narrative experiences, with hypnotic music, sedate narration, and an aura of death and menace hanging over everything. Rusty Lake Hotel, for instance, features nattily dressed woodland creatures who go for a vacation at a rustic hotel where they are murdered in bizarre, horrific ways, while Rusty Lake Paradise is a game about ancient Egyptian plagues and your mom

A new game was added to the series yesterday called The White Door, and while it looks and sounds a lot like previous Rusty Lake games, the developers say that it's actually quite different from their previous releases, mechanically and in the more "personal" story it tells about a man named Robert, an employee at a bird seed company (which will likely prove relevant in some odd way) who's been institutionalized for... some reason.

"It was a big challenge for us to change the gameplay and puzzle mechanics we used to know, and also trying to create the most narrative based game we made so far," the developers said in the White Door announcement. "But after a year of hard work we can say that we are extremely proud we achieved this and that we can make something out of the ordinary, while remaining the Rusty Lake touch."

I've only played through the first day of the game so I can't say how deep down the creepyhole it goes, but that "touch" is definitely there, and followers of the series will also recognize one or two very specific elements in the launch trailer.

The White Door is available from Steam and for $3/£2.50/€3. If you'd like to get a sense of what the series is like before chucking any money at it, Cube Escape: Paradox is free to play, and also very weird.

The White Door

If you've yet to experience the wonderfully strange delights of the superb Rusty Lake series, now is the perfect time to get acquainted; the whole gleefully odd endeavour continues in The White Door, which is available now on mobile and PC.

Rusty Lake, if you're in need of introduction, currently consists of 14 games. Nine of these are free-to-play (these fall under the Cube Escape banner, and are available on mobile and through a browser on PC) and another five, including The White Door, are meatier paid offerings. There's even a short film, tying into last year's Cube Escape: Paradox!

Positioned somewhere between room escape games and point-and-click adventures, each title forms a discrete episode in an interconnected, increasingly strange tale of murder, temporal meddling, and mysterious animal-headed gents.

Read more

The White Door - (Imogen Beckhelling)

The Rusty Lake series continued yesterday with the launch of The White Door. The new adventure game puts you in the shoes of Robert Hill, a man who wakes up in a mental health facility having lost his memory, and it’s up to you to recover it through his dreams.

This one is a bit different from previous Rusty Lake games, with a new split-screen perspective to illustrate the game’s mysterious puzzles, as well as a focus on a more personal story.


The White Door - Second Maze
The White Door is finally ready to release officially! Are you ready to bring back color to Robert’s life?

We are beyond excited to share this new title with the world!

Let’s start off by saying that The White Door is different than anything we made so far, not only in style but also in gameplay. But we were ready to make a big change after creating 12 games with almost the same mechanics, interface and style. After combining the new black and white style with the split-screen gameplay, we really wanted to focus on telling a personal story, the story of Robert Hill.

It was a big challenge for us to change the gameplay and puzzle mechanics we used to know, and also trying to create the most narrative based game we made so far. But after a year of hard work we can say that we are extremely proud we achieved this and that we can make something out of the ordinary, while remaining the Rusty Lake touch.

Since our start we have been lucky to have people helping us out. A lot of those people are listed in our new, almost movie worthy credits, so please take a look at them when finishing the game. The credits are accompanied by the beautiful theme song from Victor Butzelaar. His enthusiasm for this project kept us going and we couldn’t have made this story without his emotional, atmospheric and beautiful soundtrack. Bob Rafferty almost became Bob Hill with his amazing voiceovers, his work made the game so much more special. Also a big thanks to all the extra voiceovers, Sara Hill, Iris Muller, David Bowles and a cameo from John & Kimmy! The White Door probably contains the most text of all our games, so a big hands down to all our translators who did a terrific job as always, making this worldwide release possible. Thank you so much everyone - also the people in the special thanks section!

Most of all we want thank you all for your ongoing support! Our community of players is growing bigger and bigger and it is sometimes difficult to satisfy everyone and keep innovating at the same time - but we are happy you allow us to take the time to make something different like The White Door. We have a very exciting year ahead for both Rusty Lake and our new publishing label Second Maze. More of the old is coming and more exciting new projects are still in the pipeline! And if you think you completed The White Door?… This is not it…there is more to solve: stay tuned!

Thank you for your awesome support,

Robin & Maarten

Ps. We are thrilled to hear what you think. So feel free to leave a rating or review when you have played, this will help us a lot!
Ps2. Please email us at if you have any issue or glitch, remember you can always reset the level and try again.
The White Door - Second Maze

After the amazing release of Cube Escape: Paradox we wanted to make something completely new and different, and after many prototypes it resulted in The White Door. Now after a year of development, with lots of ups and downs, we can finally say we became very proud of it. Expect a very different style, gameplay and way of storytelling than any of our previous games, but with the same Rusty Lake touch.⁣ Also might have noticed we will release it under Second Maze: our new publishing label :)

There are only 7 days left now and that means we get a lot of help from our amazing translators and testers. We will work long nights to make this game happen and we cannot wait to hear what you think. Thanks for all your support so far! ⁣

Ps. We will share our exciting plans for 2020 after the release of The White Door!
Dec 13, 2019
The White Door - Second Maze

Things begin to look brighter with only one month left for The White Door. And we hope you are as excited as we are!

The game is completely different than anything we have made so far and we had to overcome a lot struggles with the development of the game: the new style, the topdown view, the puzzle mechanics, the absence of an inventory and the way of telling a story.

But the last couple of months we are becoming very proud of what we achieved and we cannot wait to let you enter The White Door. But first there are still a lot of bugs that needs to be fixed...

Thanks for all your support so far!

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