$19.99Death's Door A tiny crow, a grim job, big bosses
Chase a stolen soul through a colorful, dying world, fighting sharp melee duels and strange bosses along the way.
Is Death's Door worth it?
Death's Door is worth it if…
- you like short, polished action-adventures with distinct bosses
- you like exploring colorful worlds for secrets and lore
- you like dry humor next to a somber story
- you want souls-like tension without harsh death penalties
Screenshots
Clock in as a soul-reaping crow
You play a crow who collects souls for a living, paperwork included. When a thief takes your assigned soul, you follow them through the Doors to a place untouched by death, where old creatures have grown huge, greedy, and powerful. You track down colossal tyrants, learn why they cling to life, and slowly uncover how souls move, what the Crows are for, and where the Doors came from. The tone stays somber with a dry comic edge.
Fast, punishing fights with sword, bow, and magic
Combat mixes melee weapons, arrows, and magic against beasts and demigods. You strike to refill your ranged meter, dodge at the last moment, and spend openings carefully, because mistakes cost health and clean wins pay off. You find new weapons and abilities as you explore, plus upgrades you can shape through character stats. You drop a seed in a green pot and it becomes a healing spot, which matters when bosses start adding new moves at low health.
A bright, twisted world full of secrets
Beyond the Doors lies a land of strange inhabitants, hidden paths, and countless secrets. The look is colorful and cartoony against the dark fantasy premise: low-poly landscapes, striking boss introductions, and distinct regions to work through. Backtracking opens up once new tools and magic let you reach old ledges and locked routes. Along the way you meet weird, wonderful characters who could use some hope, and plenty of collectibles that fill in the story.
Short, focused, and fair about death
This is a compact action-adventure, around ten hours for the main path and longer if you chase everything. The structure borrows from classic adventure games and metroidvanias, with light souls-like pressure but no harsh penalty: death sends you back to the nearest door with nothing lost. Dying teaches timing rather than ending a run, which keeps boss retries brisk. Expect an above-average challenge, a few difficulty spikes, and puzzles that stay simple next to the combat.
What should you know before playing?
How does combat actually work?
You fight up close with melee, aim arrows and magic from range, and dodge through enemy attacks. Landing melee hits restores the shared meter for ranged attacks, so you alternate between closing in and spending shots. Enemies hit hard enough that rushing in gets punished, especially in longer boss fights.
Is there much to explore?
Yes. Regions hide shortcuts, collectibles, weapons, magic, and health pieces, and new abilities open routes you saw earlier. There is no in-game map, so expect to learn landmarks, remember locked doors, and retread areas while backtracking.
How hard is it?
Moderately hard. Basic fights are quick to learn, while some enemies and bosses take a few tries to read. Death is forgiving, returning you to a nearby door, which makes practice low-stress compared with stricter souls-likes.
What kind of story is it?
A dark mystery with comic timing. You chase giant souls, meet tyrants with understandable motives, and piece together the flow of souls, the Crows' office routine, and the origin of the Doors.






















