Fifteen Doors
Sunspear Software LLC · Games
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Chart standing · US
What changed · US
Listing changes AppTracker has observed for this app in this storefront — new versions, price moves, rating shifts, and store copy.
Six buildings instead of one. An office, a hotel, a hospital, a school, a ship, an archive. Different rooms, different hiding places — still every line of it drawn in code. The next building opens when your total takings grow: the more you carry out, the further you are let in. Tools. A vent screwed shut needs a screwdriver; a key at the bottom of a drain comes out only with a magnet. What you find stays in your pocket to the end. Light both ways. Some writing now shows only in the dark. Someone else's notes. Somebody was here before you and didn't make it. Eight of their notes lie around the building — read them in order. Marks and inscriptions no longer land on the furniture. And the first card finally says whose money this is.
In-app purchases · US
What this app sells inside itself, grouped by kind and priced for this storefront.
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About
Fifteen doors. Every one of them locked. A million behind the last. Three floors, a corridor on each, a number on every door. The numbers are not the order. The building is drawn fresh every game, so nothing you learned last time helps you now. What opens the next door is hidden in the rooms behind you. Search the furniture, read what you find, work out the rest. Every find is labelled with what it opens — and nothing beyond that is explained. The locks are not all made of digits. What stands on each door, you will see when you get to it. THE LAST ROOM A vault, and three minutes on it. Run over and the money starts melting — though the game does not end. Losing everything on the final step would be too cruel; a shrinking pile presses harder than a lost one. Fifteen minutes is the full million. Take longer and it costs twenty thousand a minute. Everything you carry out adds up, game after game, and the total is what stands in the leaderboard — not one lucky run. IT PLAYS FAIR No dice, no luck, no guessing. Every code follows from what you already have. Every building is solved before you are let into it. There is always a way through, and every lock has exactly one answer. Clues drift backwards along the route and never forwards. You cannot be locked out of a lock. ALSO Everything is drawn in code — not a single image file in the whole app. No ads. No hints for sale. No energy to wait for. There is one purchase and it is a thank-you: a star by your name in the leaderboard, and nothing else.
What's new · 1.2
Six buildings instead of one. An office, a hotel, a hospital, a school, a ship, an archive. Different rooms, different hiding places — still every line of it drawn in code. The next building opens when your total takings grow: the more you carry out, the further you are let in. Tools. A vent screwed shut needs a screwdriver; a key at the bottom of a drain comes out only with a magnet. What you find stays in your pocket to the end. Light both ways. Some writing now shows only in the dark. Someone else's notes. Somebody was here before you and didn't make it. Eight of their notes lie around the building — read them in order. Marks and inscriptions no longer land on the furniture. And the first card finally says whose money this is.
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