The World Next Door

An addictive mix of lightning-fast puzzle battles, powerful storytelling and immersive visual novel elements, The World Next Door follows Jun, a rebellious teen girl trapped in a parallel realm inhabited by magical creatures, who must find her way home before time runs out.

The World Next Door is a visual novel, puzzle and indie game developed by Rose City Games and published by VIZ Media.
Released on March 28th 2019 is available in English on Windows and MacOS.

It has received 320 reviews of which 260 were positive and 60 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 8.19€ on Steam.


The Steam community has classified The World Next Door into these genres:

Media & Screenshots

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Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Memory: 4 GB RAM
MacOS
  • Memory: 8 GB RAM

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
Oct. 2024
I somehow managed to play this game in one sitting. I don't know that it was intended to be played like that, but for what it's worth: I was sleeping on this game for several years and I'm glad I finally picked it up, It was so worth the $10. The combat was interesting and fun. Also, the few little puzzle sections they had outside of combat were fun.
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Oct. 2024
This is a beautiful, story-driven game that is perfect to play over a weekend. The match-3 style play is engaging and fast-paced, and each shrine holds different enemies with distinct mechanics worth learning in order to proceed. I appreciated the short side quests and different dialogue/text choices which fleshed out the characters and world, and was pleasantly surprised to learn that there is a little extra content for those who are interested in finding all that Emrys has to offer. I do want to note -- there is no chapter select, and quitting out during dialogue does run the risk of shifting you forward past that dialogue, with no way to return. I unfortunately discovered this by encountering a save state bug on the final day that caused me to have to replay the game for the outcome I wanted, but luckily I had been planning to do that anyway. This was the first game put out by a small but amazing development team, and if that's the worst issue I have to contend with on a first title (not to mention the game is already so engaging I didn't even mind), that's absolutely incredible. Cheers!
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July 2024
LOOKING-GLASS HOUSE Somewhere around 90 minutes in I’ve quit with the sole purpose of checking out that developer’s other titles and perhaps adding them to my wishlist. In the end I’ve decided against doing so, since they were not my cup of tea genre-wise, but it obviously indicated how much of an impression The World Next Door had made on me in such a short period of time. It just feels so warm and cozy. There’s that innocence and sense of adventure hanging in the air. And the characters are made with an astonishing amount of imagination and are also extremely likable. ALL of them. They feel like a real bunch of teenagers and not what a studio of 40-year-old plus French developers imagine a kid should be (Yes, I’m looking at you, DontnoD). The game also has its own language, mostly consisting of single words exclaimed to accompany the written text. I’ve always loved when a game does that. It just indicates a little extra care and effort on the side of the developers*. These simple utterances are also voiced so flawlessly. Quite impressive how much meaning can be conveyed over what is, more or less, a single grunt or hum or another such onomatopoeia. The game’s sense of humor is on the spot, and I’ve kept catching myself grinning at the screen for more or less the entire game. Finally, there are plenty of choices during the conversations – they feel nice and help develop the protagonist, even if they only have marginal impact on the story. The side quests -with the three exceptions - are extremely simple. Usually involving walking a screen or two and interacting with a person or finding an item and bringing it back, which happened to be perfect since it only gave me the reason to get to learn more about the characters. Finally, the overarching story has a moment or two when it gets a bit more serious, but it never gets particularly dark and the conclusion (even the secret ending – achieved by completing a certain lengthy quest) is visible from a mile away. THE QUEEN’S CROQUET-GROUND Crawling now. Each of the dungeons has a unique mood and style. They are simple, short and mostly linear but there are some missables every now and then. The battles rely on the mostly unchanged match-3+ mechanics with enemies and the player constantly moving on board and attacking each other. Surviving most of these encounters is basically effortless, the main difficulty stemming from some of the battles happening on narrow planks making it difficult to avoid the enemies’ attacks and shape the player’s own spells. There were only two or three such spots throughout the entire game, which doesn’t make it a major problem. I’ve had an issue with the dash. While it does make the protagonist move quickly from one spot to another, it does not provide any invincibility frames. Even worse, if the enemy starts its melee attack animation, the hit is going to land no matter how far the protagonist gets away by the time said animation finishes. Took me a few minutes of getting used to it. THE LOBSTER QUADRILLE The music is definition of chill – indie stuff. It’s not particularly memorable but it properly complements the events happening on the screen. Also works perfectly in the background of activities outside of the game like, for example, writing this mini review. WAKING, SHAKING and WHICH DREAMED IT? In the end, it’s a short, simple and relaxing game. I’ve absolutely loved the World Next Door’s universe. There are only a few locations and characters, but all of them are memorable and charming. Even those who appeared in the end-game credits for a mere few seconds, looked like they could have interesting story arcs of their own. What I’m trying to say here is, probably, that I would not mind a full-fledged 100-hour plus roleplaying sequel happening Next Door, eh devs? * And, as weird as it may sound in the context of love and effort being put into the process of game creation, I’ve seen (heard) this particular phenomenon happening first in a Ubisoft production, can you believe? Rayman 2 actually, some 25 years ago. ** Titles for the paragraphs come from the Alice’s Adventures and Through the Looking Glass. As always, do with what you read here whatever you wish and as always Try to have a wonderful life
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July 2024
It was amazing. Unique combat system that I didn't see in similar games which revolves around match 3 altougth I expected there will be more types of attacks than just black hole, fire ball or slash. It has pretty challenging enemies that each of them needs different approach. There are very adorable and cool characters with nice designs which implement unusual set of colors and the story and the lore is very good and I wish there was like continuation except from the end credits. Really enjoyed the game.
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Last Updates

Steam data 16 November 2024 04:00
SteamSpy data 19 January 2025 12:28
Steam price 22 January 2025 20:41
Steam reviews 22 January 2025 11:57
The World Next Door
7.6
260
60
Online players
0
Developer
Rose City Games
Publisher
VIZ Media
Release 28 Mar 2019
Platforms