
- 70/100
- Players80 ratings
- 93/100
- Critics2 reviews
More scores
- Metacritic usersuser score
- 68/100
- GameFAQsSimple
- 2.75/5
- Player reviews
- 93% positive11,077 reviews
- Steam Deck
- Playable
- Runs on
- Windows
- Price
- US$2.79
Where to get it

2023 · Kotake Create · Adventure · Horror
Platform 8
You are trapped in an endless underground passageway. Take a good look around and find a way to escape.
- Released
- 29 November 2023
- Platforms
- AndroidNintendo SwitchNintendo Switch 2PlayStation 4PlayStation 5WindowsXbox Series X/SiOS
- Genres
- AdventureHorrorIndiePuzzleSimulationWalking simulator
- Developers
- Kotake Create
- Publishers
- Playism
- Modes
- Single-player
- Perspective
- First person
- Themes
- HorrorMystery
- Country
- Japan
- Age ratings
- PEGI 12CLASS_IND 12ACB MUSK 12GRAC 12+ESRB T
- Languages
- Chinese (Simplified), Chinese (Traditional), English, English (UK), French, German, Italian, Japanese, Korean, Portuguese (Brazil), Portuguese (Portugal), Spanish (Spain)
- Copies sold
- 3 million as of 2026-09-07
- Time to beat
- 1hmain story2hwith extras2.5hcompletionist
About
The Exit 8, sometimes shortened to Exit 8, is a 2023 indie adventure game developed and published by Kotake Create (stylised in all caps), also known as Kotakenotokeke. Billed as a walking simulator, the game revolves around the player walking through a Japanese metro station passageway, trying to spot inaccuracies, referred to as anomalies, in the layout of the passageway to reach the exit of the station. The game was initially released on Steam on 29 November 2023 and was subsequently ported to Nintendo Switch, PlayStation 4 and PlayStation 5 in 2024, and on Xbox Series X/S, iOS, Android and Nintendo Switch 2 in 2025 under the Japanese indie publisher Playism. A virtual reality version co-developed and published by MyDearest Inc., dubbed The Exit 8 VR, was released on 11 July 2024 for the Meta Quest 2, Pro and 3 and later made available on Steam and the Quest 3S.
The Exit 8 took nine months to develop and was designed to be made in a short amount of time and on a low budget, as Kotake felt another game he was making at the time had too long of a development cycle. The game was inspired by the "surreal" atmosphere of underground passageways and the concept of liminal spaces; the Finnish horror game series I'm on Observation Duty also played a key part in the creation of the game, as it inspired the game's anomaly mechanic. The setting was modelled after several Japanese metro stations, including a station in Osaka and the Kiyosumi-shirakawa Station in Kōtō, Tokyo.
›Story
You are trapped in an endless underground passageway.
Observe your surroundings carefully to reach "The Exit 8".
Players say
Media
The articlegameplay, story, development, reception
Gameplay
The Exit 8 is a first-person three-dimensional (3D) walking simulator type game with elements of puzzle and psychological horror. Inspired by the concept of liminal spaces such as the Backrooms, the game is set in a passageway of the Japanese metro. At the start of the game, the rules are displayed on a sign on the wall next to the player, with the player starting at Exit 0. Every time the player exits the passageway, the passageway seems to repeat seemingly forever with even a passer-by appearing to be caught in the loop.
The core gameplay of The Exit 8 is similar to games like spot the difference, where the player must look out for and identify anomalies in the room's layout. If there are no anomalies, the player should proceed down the corridor; whereas if there is an anomaly, the player should turn around and walk the way they came in order to progress to the next exit. The player needs to be correct eight times in a row to reach the final exit, Exit 8, to leave the station. Should the player be incorrect with the assessment of a given room layout, their progress will reset back to Exit 0.
Development
The Exit 8 was developed by Japanese indie developer Kotake Create, also known as Kotakenotokeke, who developed the game in Unreal Engine 5. He previously worked for four years as a 3D artist at a Japanese game developer before leaving the company to work on games as a solo developer. Whilst holding a session at Indie Developers Conference 2024, Kotake laid out three reasons as to why he developed The Exit 8; wanting to release a game on Steam, wanting to make a game in a shorter time span as another game he was working on called Strange Shadows was taking a long time, and wanting to make a game that would sell in order to finance living expenses and development. Elsewhere, he also expressed that he had a desire to make games set in underground passageways. In an interview with Japanese website Game Makers, Kotake stated that the game took over nine months to develop, split between six months of planning and prototyping and three months of final development.
In the initial concept for the game, the player would have been able to board a subway train. However, due to development restraints, the concept was dropped to just the corridor setting; the train aspects were later reused as the setting for The Exit 8's sequel. Kotake stated that he liked the surreal atmosphere of confined spaces such as underground passageways, which inspired him to create a game based on loops. Another influence for the looping mechanic during development was the 2021 adventure game Twelve Minutes, which featured a mechanic where the events of the game would loop after twelve minutes.
Reception
==== Original version ====
According to review aggregator website OpenCritic, The Exit 8 received an average score of 67/100 based on 9 reviews, and 56% of critics recommended the game.
Legacy
Since The Exit 8's release, journalists began to analyse the game's success and what made it popular. In an interview with Shueisha Online, Kanakki, narrator for horror radio show "Magabanashi [ja] (禍話)", believed that part of what made the game successful was its blending of the non-horrific/gore supernatural elements in an ordinary urban environment, detailing that the game had dream-like qualities such as the looping mechanic that "really add to the eeriness." Kanakki further emphasised that the dream-like qualities also linked to the concept of liminal spaces, labelling underground passageways as "transitional spaces" that may allow person to imagine they are in another world. Kanakki suggested liminal spaces were another aspect he believed the game's success derived from, stemming from their rise in popularity from stories on message boards such as "Monkey Dream [ja] (猿夢)" and "The Backrooms".
He explained how liminal spaces create a sense of nostalgia and claustrophobia, which Kanakki linked as a common theme to 1990s video games; he described how it would induce a fear of uncanniness, which he believes the game takes advantage of to allow players to "experience the presence of fear". Writing for Tatler Asia, Suchetana Mukhopadhyay saw the game as part of a growing trend in popularity for survival narratives in media, comparing The Exit 8 with television shows such as Alice in Borderland and Squid Game along with the video game Silent Hill f. Mukhopadhyay linked their popularity to people wanting to control their fate in an uncontrollable world, noting the game as demonstration that the human spirit is "indomitable."
Awards
Releases by platformdates and regions as published
Editions and related releases
- Included in
- Exit 8 / Platform 8
- Derivative works
- Exit 8
- Ported as
- The Exit 8 VR
- Built on it
- The Exit 8 VR
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Collections1 collection
Years
- Games released in 2024List › April–June
- Games released in 2024List › October–December
Description adapted from its source, CC BY-SA 4.0.
