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Description
Game developer Fireproof Games created The Room 3, a puzzle-solving game that has mysterious mechanisms. It develops the intricacy of its past riddle designs in clever ways. The game's centerpiece puzzles come in intricate boxes that can be opened and unloaded using keys, deciphered codes, and sound logic. Using the touch-screen to controlthe world adds an incredible sensation when solving these riddles.
Since its release in 2012, the Room Series truly grew up as a more completely adjusted experience game, with progressing advancements in interactivity as well as expanded investigation, extending plot, and, surprisingly, some character improvement.
The game is all about boxes that uncover further boxes as you open their mysteries through a blend of trial and error, investigation, and smarts. It's material and strange, flicking switches, loosening screws, opening drawers, without knowing what you will find or how it was going.
Each room in the game has a mysterious note from this Craftsman, incorporating expectation into every leg of your game journey like you're gradually drawing near to something big and exciting, and the game's whole aesthetic embraces tight to its ethereal horror feels.
The game focuses on visual kinds of solutions, encouraging you to connect with a riddle as opposed to depending on super-power puzzle answers. The actual riddles reflect The Room's prequels, simply on a much bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.
Certain items require that you get a more profound look inside them. An eyepiece mod permits you to enter a little space and see it differently. The rotating mechanism of the locking system or series of turning dials from within affects something outside. The Room 3 is about mystery and secrets, to such an extent that it seldom makes sense of what it is you are after.
Everything snaps, slides, thumps, and overlays in the most fulfilling way. Clicking buttons and other interactions in the game are visually appealing and satisfying. The actual riddles reflect The Room's prequels, simply on a lot bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.
Indeed the riddles are generally addictively captivating. The game engineers figured out how to sneak into a labyrinth in the last part. The twist on the game makes it less of a task. With the game's clue framework, notes from The Craftsman helpful directions and hints as well, along with extending the story and plot development.
The game is more fulfilling to play on a touchscreen. Nothing bad can be said about the mouse controls, yet The Room was imagined in 2012 as an endeavor to exploit the thriving mobile market with a top-notch item that worked considering the material controls. The games are best investigated by touch and interaction, getting the things on the game, turning wheels, and opening switches using the touchscreen. The mouse is most certainly a second choice to use.
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Game developer Fireproof Games created The Room 3, a puzzle-solving game that has mysterious mechanisms. It develops the intricacy of its past riddle designs in clever ways. The game's centerpiece puzzles come in intricate boxes that can be opened and unloaded using keys, deciphered codes, and sound logic. Using the touch-screen to controlthe world adds an incredible sensation when solving these riddles.
Since its release in 2012, the Room Series truly grew up as a more completely adjusted experience game, with progressing advancements in interactivity as well as expanded investigation, extending plot, and, surprisingly, some character improvement.
The game is all about boxes that uncover further boxes as you open their mysteries through a blend of trial and error, investigation, and smarts. It's material and strange, flicking switches, loosening screws, opening drawers, without knowing what you will find or how it was going.
Each room in the game has a mysterious note from this Craftsman, incorporating expectation into every leg of your game journey like you're gradually drawing near to something big and exciting, and the game's whole aesthetic embraces tight to its ethereal horror feels.
The game focuses on visual kinds of solutions, encouraging you to connect with a riddle as opposed to depending on super-power puzzle answers. The actual riddles reflect The Room's prequels, simply on a much bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.
Certain items require that you get a more profound look inside them. An eyepiece mod permits you to enter a little space and see it differently. The rotating mechanism of the locking system or series of turning dials from within affects something outside. The Room 3 is about mystery and secrets, to such an extent that it seldom makes sense of what it is you are after.
Everything snaps, slides, thumps, and overlays in the most fulfilling way. Clicking buttons and other interactions in the game are visually appealing and satisfying. The actual riddles reflect The Room's prequels, simply on a lot bigger scope, crossing different rooms and countless gadgets to poke and prod as you dismantle the secret.
Indeed the riddles are generally addictively captivating. The game engineers figured out how to sneak into a labyrinth in the last part. The twist on the game makes it less of a task. With the game's clue framework, notes from The Craftsman helpful directions and hints as well, along with extending the story and plot development.
The game is more fulfilling to play on a touchscreen. Nothing bad can be said about the mouse controls, yet The Room was imagined in 2012 as an endeavor to exploit the thriving mobile market with a top-notch item that worked considering the material controls. The games are best investigated by touch and interaction, getting the things on the game, turning wheels, and opening switches using the touchscreen. The mouse is most certainly a second choice to use.
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