Withering Rooms

Withering Rooms is a challenging 2.5D horror RPG set in a procedurally generated Victorian mansion that changes each night. Explore Mostyn House to collect the perfect items for your build and face a huge cast of overgrown undead, invisible ghosts, devious witches, and more.

Withering Rooms is a horror, action roguelike and 2.5d game developed by Moonless Formless and published by Perp Games.
Released on April 05th 2024 is available only on Windows in 5 languages: English, German, Japanese, French and Spanish - Spain.

It has received 975 reviews of which 937 were positive and 38 were negative resulting in an impressive rating of 9.0 out of 10. 😍

The game is currently priced at 19.99€ on Steam and has a 20% discount.


The Steam community has classified Withering Rooms into these genres:

Media & Screenshots

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Requirements

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Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 8 or above
  • Processor: Intel Core i3-2100 | AMD FX-6300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 760 | AMD Radeon HD 7950
  • Storage: 6 GB available space

Reviews

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

May 2024
I cast a decoy spell, then dodge roll behind a shambling monstrosity and beat its head in with a lead pipe. Then I run out a nearby door and slap it with an explosive arcane trap as I pass, killing the backup that stupidly lumbers after me after seeing what I did to the back of its friend's skull. I loot their corpses for plants to turn into paralysing agents and acid bombs, then re-equip my Norse shield for the next fight. My frilly blue dress is stained with blood and the rings on my fingers make me itch for violence. The lady in my peripheral vision laughs at me again. I don't mind. ---- All is well with the witch leader who incinerated me on sight when I first got here. The beef has been squashed, and I now cordially toss her all my spare change and rotting limbs, and in return she makes my bones into steel. There's still a big, lumbering problem in the dining hall, who is apparently so juiced that it takes three paralysing grenades to even make him flex his traps. He has dashed my skull into the nice shiny floors a few too many times. Along with that, if I even slightly approach his buddy Mozart while dodging his swings, the guy immediately stops playing Serenade No. 13, stands up, and starts striding towards me like I punched his grandma. I can't even see him unless he is reflected in a mirror, I have no way to harm him, and the big man still scares me. Fuck the dining hall. I need to become one with the mirror. ---- Later, I exit the witch basement, so high off bad juju and spirit dust that local furniture is floating through the ceiling and being replaced by bloodied, caged mannequins. I crawl through a hole in the mirror to reach Nowhere, a serene, starry ether plane where business is booming. I sell photographs of spirits to a man who can't remember his name. In return, he deals me ghostly trinkets, and loads of cash money american dollars. You see, I've found my calling in this dream, not even four nights in. Ghoul hustling. I'm a dealer of the damned. A haunt huckster. A poltergeist peddler. A shade smuggler. And as this bandaged junkie keeps satisfying his memory-fix off my photographs, I get richer and richer, AND I get free passage throughout the mansion with the mirror's portal network. If I use any more magic at this point, my soul will rot from the inside out though, so I'm kind of stuck with my trusty pipe, and that's bad news for the rest of the mansion. ---- I'm still in a dream, snake eater. I've been popping flash bulbs into most spirits in the house, and getting profit in earnest to keep me going strong throughout the rest of the house, letting me explore more. The paranoid butcher in the basement that was hired to dissect bodies now dissects bodies for fun. Despite this man openly confessing to me that he kidnaps children to take apart in the dream to be a better surgeon IRL, I continue to talk to him. He goes berserk at the drop of a hat, and after many throwing knives, invisible witch branch sucker punches, and clutch closet dodges, he goes down. I now mix his blood in the sacrifice altar so that I can keep my trusty lead pipe with me next time I mess up and wake up in here. My next destination is the hedge maze outside the house. A devout man in a Crusader's helmet tells me not to associate with witches or their spells lest I be cast down in the eyes of the Lord. Little does he know, I'm so high off the Coven's arcane bath salts that the hedges around me are made of meat. Despite this, I do in fact carry a bible, and Matthew 4:10 is my greatest weapon against the paranormal next to flash photography. I ignore him, he's a hater. I catch a child rummaging through the body of one of my kills. One of the Wretch's little scavengers again. I crack it over the head with my pipe, and it goes limp. My turf, my business, my loot. That should send him a message. My vision blurs constantly, so I drink more coffee. --- While I shoulder-check my way through my fellow asylum patients and rummage through dressers, I'm finding more out about Mostyn House, and the dream that keeps me trapped rotting in my bed in the waking world, while I fight for my life in a shared consciousness with other patients. Alfred Mostyn, a Welsh coal mogul, had this house built as a country home, and then died from pneumonia along with his daughter. Before the final member of the family, Peter, also passed, he gifted this house to an American physician and his daughter Margaret... the same woman who's been guiding me through this nightmare, and one of my few allies here. Hang on, if she owned this place along with her father, what's she doing wading through the dreamscape with the asylum patients? Before I can return to the foyer to talk to Margaret and catch myself up on her story, the floor begins to shake as footsteps rapidly approach. The tallest chambermaid I have ever seen sprints towards me, and proceeds to beat me over the head with a candelabra. As I back away to apply first aid, I am jumped by a skeletal apparition. Before I can pull out my lens piece and escalate gang violence with a snapshot, it sprays me with so much ghost coke that my tolerance gives out, and my skin crumbles into ash. ---- I wake up in the bed again, my hand already gripping my lead pipe and camera. I have lost everything else, but that's fine, for what else need I remember, in a place like this? My memory is sharp, and my friends are just a mirror away. I know my way around this mansion, even as it shifts to disorient, and I will build my empire again. I have abominations to concuss, witchcraft to study, and a story of bloody tragedy to unravel. ---- I'd recommend this game if you're interested by what you saw in the trailer. I promise it is even more than it seems. This game mixes so many genres and it all blends, introducing all of its mechanics to you at a reasonable pace and allowing you to make the most of them as you scrounge for resources to figure out strategies to deal with each section of the house. The combat is definitely janky, but I found that an enjoyable challenge to work around, and as you get more familiar with your weapons, items and rings, you find ways to circumvent obstacles and tip encounters to your favor. The atmosphere is downright oppressive at times, especially with the well-done sanity mechanic, which leaves you toeing the line of madness to reveal hidden secrets and benefits from being at a high curse level. The game rewards a sharp eye and frequent checks of your inventory, map and notes. The soundtrack and environments are surreal and you never feel fully safe. The game also opens up as you play, with a massive map, an arena mode, minigames, a NG+ hook, and a smaller roguelike microcosm inside the game, which is fitting considering the story. Speaking of which, the story goes places far beyond the initial 'escape the house and dream' goal, with a lot to say on ethics, industry, and surprisingly, abuse. The worldbuilding is surprisingly deep, and the many notes you find throughout your playthrough help piece together how the world operates and how people have adapted to the setting. I only wish there was a wiki for the game where I could see all the characters' dialogue to better piece together the history of Mostyn House and the many people and factions inhabiting it, though I guess the NG+ is there for a reason. Not only is the game replayable with the vast amount of gear and playstyle options you have at your disposal, but multiple endings and a fresh view on the world will change the way you see many characters from start to finish. I plan to replay it at some point, but I need a breather for now. Make no mistake, this is a fully finished game with a lot of love put into it, which is more than many triple A games can say for this price. A worthy tribute to classic adventure games, and a solid entry that stands up well on its own. Hats off to Moonless Formless for one of the most engrossing games I've played this year.
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April 2024
Moonless Formless is a solo developer. What sorcery is this? Show him some love. I found out about Withering Rooms from Punchy's GDQ speedrun and I'm forever thankful to him. It's a horror metroidvania with procedural elements, I guess? And also a profound ARPG if you consider late Castlevania games as such. Stylistically, WR possesses traits of Sanitarium, Resident Evil, Silent Hill, and American McGee's Alice. Still in a league of its own, it bleeds profusely over the world it animates. You wake up in a corrupted Dream as a girl with bad posture, a clinical patient named Nightingale. A silent child in a screeching night with no end. The Dream isn't an evil phenomenon like Elm Street, only a violated miracle comprised of looping incorporeal processes. Bubbling with cruel ideas, the setting goes balls-to-the-wall, incorporating character-driven Lovecraftian sci-fi about human vices, trans-dimensional interpretation, and cycles of abuse. Defying thematic cohesiveness, the game invents its own theme of chaotic insanity. The setting takes root in Aztec culture and Byzantine mazes, all wrapped up in 1900s clinical horror. Washing away the meaning of things, burrowed deep within the heart of the Dream is the Curse. Its spiffing scorn permeates the grimy scenes of eclectic depravity. Being its guest, you shall burn alive, dredge knee-deep in poison sludge, and get eviscerated with a rusty sickle. So far, the Dream is unique to Mostyn House, which went from being a country retreat to a cholera clinic, then our trap - the asylum. Swarming with monsters and secret passages, the Lament Configuration twists itself each night on all layers of unreality. While the real-world bodies of its comatose explorers rot in beds, becoming nightmare creatures. Death in this existential deadlock is a fluke, your real body rots all the same. The suffering is tangible yet normalised. You won't see empathy from the desensitised factions, conflicting in a crackhouse world. Most inhabitants whose minds are still intact only push you around. By doing their bidding, and by your will, the Dream shapes into 4 endings. Its pliant nature isn't fully reflected in the game's randomiser. It's more of a theme. The overall map structure shifts slightly, it mostly impacts monster placement and loot. This could get monotonous if not for the constant growth. Initially, you get a few floors to roam, a lame Overlook's hedge maze. Then the world blows up, sprawls, endlessly choking on its own trauma, and protrudes its entrails further, with shortcuts, pits to jump into, sights to see. Dilapidated backgrounds bathe in crispy lighting, the visuals are explicit and raw, overtly Satanic, with slick animations and stark enemy designs stimulating the ultra-violence. When the Curse meter rises, reality peels off with it. Walls bleed, dressers turn sacks of spasming meat. Oppressive ambience, unnerving giggles, hidden chests, and panic-inducing hallucinations ensue! Alas, you won't be as amused when the meter fills. A massive chunk of Curse Rot damage suddenly hitting my face during an odd fight was the main cause of my strokes. "Janie says we're all such a crush of want, half-mad with loss We're violated in our sleep & we weep & we toss & we turn & we burn, we're hypnotised, we're cross-eyed We're pimped, we're b#tched, we're told such monstrous lies Janie wakes up & she says: we’re gonna have a real cool time tonite!" — Nick Cave By Hook or by Crook Panting, you scour around the mansion and its outskirts like a mouse, appearing from behind wardrobes and disappearing in mirrors. A bottom-feeder's min-max involves more than leaving a tart for later. The early power creep lies in discovering blood altars and travel points, slotting your item wheels with explosives along the way. Bring people's organs to blood altars to remember valuable items, build your permanent arsenal step by step. Death takes all that is forgotten, so embrace the "use it or lose it" mindset for resources and consumables. And there's no reason to grind. The game is separated into 4 chapters with progressively better loot in corpses and furniture. When you uncover most fast-travel mirrors, death recovery takes mere minutes. As long as you're running somewhere terrible, you make progress. I think running is better than the local stealth system. You can crouch under a table, but I only used it to evade shots and charges. Let the bodies hit the floor. Everyone's mortal, lootable, and the killing feels great! Granted, combat tends to go out of hand. One moment I'm on my merry way when, in a second, my army of knight armour and human-sized dolls gets incinerated by an SS flamethrower hulk. Next time, holding a Bible and a scythe, blindfolded, you pump a Byzantine titan full of paralytic agent. An axeman curses you in Greek while a witch of Salem giggles in the corner. Toss a grenade, slash her face, shotgun the Greek. Swap to the camera! Flash a ghost, run, get jumped by a nurse with a necrosis needle, roll, fireball, run outta the room to get sandwiched between a stone eye and a body bag slug! Still can't wake up. But can bulk up! WR's wide array of customisation options begins in its progression system. To level up your stats, initially, you offer organs to a witch. Or should you use a machine to harden your body with organ grease instead? Later, infuse yourself with ancient blood you found on a dusty skeleton, why not? It's more simple than it looks. The system constantly shifts like a dream, but it's intuitive and impactful. The stats should be familiar to everyone. Vigour, poise, resistances, curse tolerance, luck, perception, that useless inner light, and more... there’s room for self-expression. I went full-luck procs with a drop of vampirism, effortlessly facetanking all enemies and bosses by the end. I had to get crafty to make it work in NG+, but the level reset is free, you see. Consider this: the "rebirth" involves tearing off Nightingale flesh chunk by chunk, then reattaching it for whichever build you desire. Meanwhile, without any such requirements, the agreeable gear system provides a lion's share of your stats and important transformational effects. There's a heap of swords and whips to try on almost a hundred enemy types, each sporting a set of cheeky moves imbued with status effects. But you're spoiled for counters. Choose your synergetic dresses and rings with care, fashionably swapping outfits according to the situation at hand. Cursed or not, it's still a dream, so your drips can be as outrageous as you want. WR is pregnant with gunslinger hats, golden armour, and vampire tuxedos. It even has... 2 guns. But it's a classic combo - a revolver and a pump-action. Stab or pump, you have to be quick, aim accurately, and self-bandage timely. Staying lucid to pepper the crowd with acid jars and fireworks in-between. What else? The puzzles are clever. What Sorcery Withering Rooms is obviously the fruit of many sleepless nights. I was bewitched and couldn't play anything else. Not until I was done enjoying melting every face available, exhausting every dialogue option with those I couldn't melt. I took their plights personally, which is a testament to the abnormal writing of this game. The visuals you can see, but that part is the jack in the box I can't convey without spoilers. I would never list to you all the intricacies forming this spectacular danse macabre anyway. In my case, it effortlessly eclipsed all competition for 2 weeks. Upon completion, I went for the NG+. Hard as nails, with a dress made of star meat and a sparkly sword, it was so different! I still prefer ending C, though. You may think differently, but you'll get involved to your ears. Because Withering Rooms is thoughtful, polished, well-balanced. It's mad as a Hatter and it's a barrel o' fun. My curator [url=https://store.steampowered.com/curator/35305390-Big-Bad-Mutuh/?appid=262060]Big Bad Mutuh
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April 2024
Indie devs doing what AAA rarely do anymore. So, let me start by saying that I found this game completely by accident, scrolling down the horror games section looking for something Markiplier played once, and I saw this weird looking yet highly reviewed game. My experience with Astlibra led me to be immediately interested. I haven't played much yet, but I already wanna get out of job to play some more. I'm also playing other AAA titles like Dragon's Dogma 2 and Horizon Forbidden West, and this has so far managed to get me thinking more about my hobby than those two. I'll try to explain how this game works and what it's about: It's a blend of roguelike elements with survival horror and Dark Souls. Whoever did this loves old school survival horror, as the whole game feels like a love letter towards two niche classics: the original Clock Tower and Rule of Rose. You play as a teen girl who seems to suffer from a yet to be diagnosed ailment, and was sent to an asylum for "treatment". On her first night there, she awakens inside her dreams, which happen to be a shared dream between the patients of the asylum. She learns not only that this surreal version of the place is inhabited by hostile creatures, but that she's unable to wake up from it and the more she stays there, the less human she'll become until she turns into another one of those creatures. With the aid of a young witch and a cast of unnerving yet charming characters, she'll explore the mansion and try to find a way out of the dream. Every time you die in the dream, your returned to the room you awaken in, as not even death can save you. The general layout of the mansion and key places seem to be in fixed locations, but the rest changes, meaning that you can't count on familiarizing yourself with the rooms to make it out. That said, certain loot DOES seem to spawn more frequently inside certain room types (e.g. Med kits on Restrooms). In Soulslike fashion, you'll lose all but your key items and relics (permanent equipable buffs), but as you explore you'll be able to "remember" items, meaning you get to pick which of the items you found this run remain when you die. Combat so far isn't super polished as enemies are fast and have big hit boxes, but it evens out with the fact that you can attack and dodge all you want. Early on, the game plays like Clock Tower with combat elements: you need to stealth your way into the mansion, plan your fights, and avoid stronger enemies. Unlike what the 2.5D game would have you think, enemies are as capable of traversing the mansion as you do, and things like shooting a gun, breaking a vase or ringing the bell will not only alert the enemies in your room but those in nearby ones as well, and they can and WILL chase you across rooms. Thankfully the stealth speed is fast compared to other games and you also have endless sprint. Things get spiced up with the magic system. You can find or craft scrolls that her consumed to cast spells with interesting effects like anti damage barriers, door seals or even the classic fireballs. The caveat is that every time you consume a scroll, you also gain Curse, which is a status that can only be cured by black candles. The more Curse you build up, the more paranormal events and weird stuff happens around the mansion, until eventually the curse starts consuming your life like poison. Eventually you'll find permanent equipment that persists between runs like armor and relics that will give you powerful effects and you'll be able to craft synergies that will in turn make areas of the mansion easier and lead you deeper into it. I've read that there's still other features I haven't discovered and even new things to find during New Game Plus so, if you don't mind the clunkiness of combat and janky but effective visuals, grab this game that considering my early experience and content I've yet to discover, should be way up the list of horror games. Let's support devs like this, who aren't afraid of making new ideas work.
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April 2024
Suspiciously good. Alarmingly good. I have a concern that games like this can exist at the fringes of popular culture with such little fanfare. A truly, astonishingly, weird little gem. The type of game that 14 years ago would have launched the careers of a dozen now-famous YouTubers. Worth every cent and more.
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March 2024
Ever come across that one obscure little game, decide to play it and unconsciously get reminded why you loved playing video games in the first place? This is one of those games. It's a mixture of several genres, and borrows from many classic and newer games but it is wickedly stylized, immensely fun and unique on it own. Game design and designers have become bland and uninspired as of late, and it takes playing one of these "little" charming games to remember the joy of experiencing a really good game, crafted with purpose and a little inspiration.
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Last Updates

Steam data 21 November 2024 11:12
SteamSpy data 18 December 2024 16:55
Steam price 23 December 2024 12:50
Steam reviews 23 December 2024 15:54
Withering Rooms
9.0
937
38
Online players
22
Developer
Moonless Formless
Publisher
Perp Games
Release 05 Apr 2024
Platforms