- ❄️ Location Teaser: Everyone Left This Town - 3 September 2026
Hey, Employees!Last time we asked you to guess where our locations came from, and we promised answers. Here they are:Shot 1 – Dust. Most of you had it in about four seconds.Shot 3 – Twin Peaks. The curtains did all the work.Shot 4 – Haruhi Suzumiya. Opening doors is sort of her thing.Shots 2 and 5 – not references at all. One is a submarine interior, the other is wind turbines in the ocean. Watching some of you build full theories around those two was the highlight of our week 🤫Now here's something that isn't a nod to anything — it's entirely ours.Somewhere in the permafrost belt there's a small town where nobody lives anymore. The buildings are intact. A few lights are still on. The people are gone.Getting through it isn't a walk down a street. The snow has been piling up here for a very long time, and the drifts are tall enough to climb – straight onto the rooftops. Your route throug…
- 🚪 Guess Where These Doors Lead - 28 August 2026
Hey, Employees!The Labyrinth doesn't build its worlds from scratch. It borrows them. It drags in pieces of other realities, chews them up, and spits out something that feels familiar and deeply wrong at the same time.Below are screenshots from locations we're building right now. Every single one is a nod to something that already exists out there. Some references are loud and you'll catch them in a second. Others are buried in the details – the shape of a corridor, the color of a curtain, the exact way the light hits the floor.We're not telling you which is which 🤫Here's the game:Look at the screenshotsPost your guesses in the comments – number the shot, name the sourceArgue with each other about it, that's honestly half the funWe'll go through the full list in the next dev diary, including a couple we're betting nobody gets.Screenshots are below – start guessing 👇
- 🚪 Turkish Doors community, we need YOU! - 20 August 2026
Hello, Employees!Our Turkish community keeps growing, and it's time the Labyrinth spoke your language too. We invite Turkish-speaking players to join us and help translate the game into Turkish. That's why we're opening up a public Crowdin project for Turkish translation.🔗 Project: Doors translation project on Crowdin: crowdin.com/project/project-doors-publicHow to join: 1️⃣ Follow the link above 2️⃣ Read the Description and fill out the attached form 3️⃣ Click on the "Turkish" locale 4️⃣ A purple banner will pop up asking you to join the translators team - click Join 5️⃣ In the field that appears, duplicate your Crowdin usernameIf you'd like to be featured in the game's Credits, just let us know in the form how you'd like to be credited. And if you'd rather stay off the list, that's completely fine too. Once submitted, a manager will review and approve your request. 🙌Thank you!
- HR approved this one - 24 July 2026
Hello, everyone!We'd like to introduce you to our Inflatable Employee. This cutting-edge shop item inflates into a life-sized, Employee-shaped balloon when deployed. It emits sounds and pulls enemy attention away from your team. It's a great way to buy a few precious seconds when things get hot. But, this decoy isn't indestructible. It can only absorb 1-2 hits before it pops and becomes unusable, so keep your inventory stocked and ready to go. Onboarding complete. Now go put your new hire to work.
- New outfits - 17 July 2026
Hey, everyone!Development is moving forward, and we wanted to share a sneak peek: new outfits will soon be added to the game, and each one has its own unique style.Join our Discord community to be the first to hear the latest news and take part in discussions.
- Patch Demo 1.5.4 - 6 July 2026
ENEMIES:Enemies with dash attack should no longer teleport back to their dash start positionGhost should now spawn as expected, leaning against a wall — not inside a wall, not a meter away from itGhost should now be scannableWendigo should no longer wander into places he isn't supposed to (and just scream when players pass)Yuppie now properly does not attack emoting players (now it's an intended feature instead of a bug-turned-feature)Enemies should no longer get stuck inside unopenable doors in the hotelZombies called by another zombie should no longer call for additional zombies, preventing a cascade of the entire zombie population aggroing onto a single playerITEMS:Grav Sphere, Door Handle, and Button now obey the 'Chance to not consume item charge' artifact effectBrain Quest and Wedding Quest item rewards are now sellable and award 20 XP on saleFlashlight Mk2 (handheld and head-worn…
- 🎨 Camp Decoration Contest - 18 June 2026
Hey Wonderers! Recently, we held a Camp Decoration Contest in our Discord community, and the results were absolutely incredible! And we wanted to share some of the most stunning entries with you! Check out these amazing creations from our talented community: 🗳️ VOTING IS HAPPENING NOW ON DISCORD!Head over to our Discord server to see ALL the entries and vote for your favorite camps! We're selecting three winners based on community votes, and you won't want to miss these creative masterpieces.Join the voting:https://discord.gg/dDaEab4D9q Thanks to everyone who participated in the contest - you've all shown incredible creativity! Good luck to all participants! Project: Doors gives you plenty of space to get creative! Haven't tried it yet? Jump into our demo right now and let your creativity run wild - paint the walls and turn the camp into your own cozy hideout 🎨✨
- 🚪 THE DOOR FOR STEAM NEXT FEST IS OPENED - 15 June 2026
You weren't supposed to find this door. And yet here you are.Project: Doors demo is officially part of Steam Next Fest, which means you and your equally unprepared friends can step inside the Labyrinth right now, for free, with zero context and very few survival instincts required. Three things. That's all we ask.🚪 Play the demoGrab your squad. Open a door. Whisper theories in voice chat. Do not split up (you will split up).✍️ Leave a reviewTell us what broke first: the immersion, your sanity, or your friendship.❤️ Wishlist the gameIt helps us more than you know, and the doors will be waiting when we launch.Next Fest doesn't last forever. Neither does the Labyrinth's patience.Also, don’t forget to join our Discord (there’s a contest running right now, where you can win the game for free upon release, and get other cool prizes too): https://discord.gg/RNKn4u5KfP
- Patch Demo 1.5.1 - 14 June 2026
⚠️ All players need to update their game to play online 🖥️ Debugging:Added logable and viewable (in F8 console) steam related errors, when game fails to connect to Steam API. If you have 'Failed to connect to Steam' problem - please, report us steam error messages from F8 console.🔨 Bug fixes:Fixed lamp breaking player handFixed Cartography artifact effect reveals rooms all bunched up in one position making map unreadableFixed loading screen not appearing when host sends party into lobby from an expeditionBunch of fixes to doors and door stabilityFixed shadows in Thrift store sometimes getting stuck
- Patch Demo 1.5 - 11 June 2026
⚠️ All players need to update their game to play online👁️ UI:Added save-load system into spray menu. Sprays only saved in current expedition and not carried over into next expeditionAdded ingame bug report feature binded to F9. By default system information(such as CPU model, GPU model, RAM amount) and recent errors are sent📜 Quests:Added unique quota items as rewards for Brain quest 'good' and 'bad' endingsAdded unique quota items as rewards for Wedding quest 'good' and 'bad' endingsBomb returned to zombie city when visiting second time (and onwards)🔨 Minor fixes:Fixes to doorways to prevent doors brickingFixed game crash when pressing X on keyboard
- Patch Demo 1.4.5 - 10 June 2026
⚠️ All players need to update their game to play onlineHey, everyone!We have been monitoring your reports and reviews on Steam, so this patch fixes almost everything you guys reported. Thank you all so much for sharing your feedback, and we hope you continue to do so! Now onto the patch notes. 🎒 Lobby and expedition:When host exits expedition via ESC menu lobby will NOT be disbanded and all players will be returned to main menu into existing lobby. (Lobby still will be disbanded if host crashes of completely exits game) ⚙️ Optimization:Another optimization pass on main camp🔧 Player settings:Added Brightness slider into 'Graphics' settings🔨 Minor fixes:Flashlights FOV and brightness adjusted for new player camera FOV values (And no longer appear like laser pointers on max FOV)Disco ball now properly counted into quotaFixed lighting flickering when traversing rooms backpedalingWhen exi…
- Patch Demo 1.4 - 5 June 2026
⚠️ All players need to update their game to play onlineWe have just updated the demo, improving many game aspects, including performance, some bug fixes and quests improvements. Below is the full list of everything that’s new. ⚙️ Optimization:Optimization pass on bunker, hotel, parkings, offices tilesetsOptimization pass on CampRoom transition should be smoother with less stuttersIn total you may expect fps improvements across all expeditions 🛡️ Stability:Door shuffle artifact effect should no longer cause error spam and nonfunctional doorsSituations when camp door broken on a start of expedition should be fixed. If you still encounter this bug we ask you to send us host player logIf you still encounter game crashes we ask you to send us player log 🔧 Player settings:Added FOV slider to 'Graphics' settingsAdded camera shake toggle into 'Game' settings (Camera bobbing when walking is st…
- New big patch - 22 May 2026
Hey, investigators! Today we pushed fixes for falling-into-the-void crashes, anomaly generation failures, and several other bugs. Please update the game for the changes to take effect.Voice ChatImproved stability for voice chat. Please share your feedback on this one.Room TransitionsFixed a nasty bug where doors would become untraversable and you'd fall into the void. Please let us know if this still occurs.OptimizationOptimization pass on the bunker tileset.Stutters when entering a new room for the first time should now be significantly reduced.Anomalies & ArtifactsAll random anomalies should now spawn as intended. Previously, completing the deer head or heart anomaly after your first level-up could lock you out.Fixed numerous artifact effects:Cheap Flashlight now actually makes the flashlight cheaper. The negative side of the effect now has a cooldown and duration. Better flashlights…
- Demo update - 15 May 2026
Greetings, everyone! A new demo update has been released. We've made a number of changes to optimization, enemy behavior, and a few other things. Make sure to update the game so you can play online without any issues. Patch notesShader prewarming improvements:- You should experience fewer stutters when traversing rooms and toggling flashlightsInput:- Another camera smoothness pass. This time not only mouse movement, but also character movement itself should feel smoother on higher FPSEnemies:- Enemies should not speed up right in front of you when you are leaving a room- Enemies should appear as intended when the bunker is disabled during generation: Zombies, Roaming Observer, Knights- Fixes to dune work movement and aggressionUI:- Text overflow fixes on multiple buttons in main menu- Fixed missing text in customization in some languagesJoin our community on Discord
- Demo Update - 13 May 2026
Hey, Wonderers!We have just uploaded a big demo update, where we fixed some bugs you guys reported & improved voice chat + input.⚠️ Make sure you update the game! To play online, you and your teammates must have the same new version of the game. Different version will lead to conflicts and you won't be able to play together.Patch notesVoice chat:Deceased employees can hear alive employees once againIf you are standing near employee that speaking into a radio - you will hear this employee normally without radio filterInput:Fixed camera movement lagging on higher frameratesSmoother camera and player hands (with items) turningEnemies:Enemies in unloaded rooms no longer seek players or listen to sounds.Enemies that dont leave their rooms also unloaded when room unloadedEnemies no longer look at a ceiling when chasing playersAngel should stuck on empty spaces less oftenEnemies drain sanity w…
- Demo is OUT NOW - 7 May 2026
Hey, Wonderers!The big day is finally here, the demo is live and you can play it right now! The last playtest was very helpful, we fixed many issues and did some more improvements. But first things first, let us tell you what awaits you in the demo.14 total locations (3 big ones and 11 small ones) which contain around 70 rooms163 different items and food17 different hostile creatures7 quests7 anomalies31 randomly generated artifact effects & 4 permanent ones4 random eventsAnd many more! And now onto the patch notes:Translation and localization:Added support for languages: German, Spanish, Portuguese, Japanese, Simplified Chinese, Korean.Starting language for new players should be English Quest fixes:Fixed game crash\\hang when completing rooftops questLarry quest should display quest marker only if you are holding LarryAdded guaranteed (hidden and not so much) spawns of crafting materia…
- New Threats, New Solutions - 17 April 2026
Hello, Wonderers!At the beginning scanning anomalies was supposed to feel like a full-blown scientific expedition. You were supposed to use real life probing devices to 'measure' anomaly and reveal something about it. The need to use multiple devices were supposed to promote team play and make scanning anomalies actual conscious decision - you were required to fill your inventory with multiple items (or spread items amongst team members) explicitly to go and scan anomaly. Done - return back. Turns out, “strategic” quickly turned into “clunky, annoying, and way too intrusive.” Not exactly the vibe we were going for. Thus we replaced multiple devices, that revealed 1\\3 of information about object with one singular 'DIY-punk' device that reveals 3\\3 part about object (but slower).Besides scanner you also may see in a video anomalies rework. Specifically, a brand new tutorial anomaly that…
- The playtest is now closed - 24 March 2026
Hey friends!A huge thank you to everyone who took the time to play and shared your honest opinion! We’ve read every comment carefully. Your feedback has been incredibly valuable.We also wanted to share some statistics:More than 66.000 players participated in the playtestsMedian time played is 91 minutesAverage score you guys gave us is 4.34And we’re currently standing at ~27.000 wishlistsThose numbers are incredible! If you want to support us further – please, add the game to your wishlist. It really helps us. We’re now moving on to the polishing phase and will be improving the game based on your feedback. Also, stay tuned to the devs-diary on our Discord. We’ll keep sharing the process, showing what we’re changing, and keeping you updated on how things are going.Thanks again! See you soon in the updated version 🔥
- PLAYTEST IS CLOSING TOMORROW - 23 March 2026
Hello, everyone!Guys, tomorrow, March 24, the playtest is officially shutting down.Last day to: - Finish whatever you're doing - Play a bit more if you want - Report bugs if you haven't yetAccess will be closed after 5:00 PM CET on March 24.Huge thank you to everyone who tested and gave feedback! See you tomorrow on the last day! ✌️
- Fresh content live now - 16 March 2026
Hello, everyone! A new patch is live, bringing fixes and improvements. Items: Rubber ducky: new functionalityDoor handle: new functionality (Someone asked for fast travel)Button: new functionalityMaxwell: Should play music as expectedNew item: Disco ball Dev note: We expect you to test all the living hell out of door handles as we expect a lot of edge cases with its function Locations: Hunting grounds: fixed artifact, location now should appear in expedition as expected when artifact activated in lobbyPlatform: Added bugged items spawnsParking: Added bugged items spawnsOffices: Added bugged items spawns Enemies: All npcs: Pathing improvements (Non Euclidean pathing is, indeed, complex)Grungler: Little guys should correctly play animation client side when stunned with flashlight Dev note: Pathing improvements should also fix some performance issues. Npc's should stop bugging inside doors…