- Release Year: 2021
- Platforms: Linux, Macintosh, Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series
- Publisher: Potata Company, Sometimes You
- Developer: Potata Company
- Genre: Adventure
- Perspective: Third-person
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements
- Setting: Horror
- Average Score: 91/100

Description
Almost My Floor is a third-person point-and-click adventure game with psychological horror elements and comic-book-inspired artwork, set in a haunted apartment block. Players alternate between the perspectives of a troubled resident and a detective investigating bizarre events, solving puzzles, conducting investigations, and handling simple quick-time events in a narrative-driven story of mystery and terror.
Gameplay Videos
Where to Buy Almost My Floor
PC
Almost My Floor Guides & Walkthroughs
Almost My Floor Reviews & Reception
metacritic.com (90/100): Almost My Floor tells an interesting two-pronged horror/detective story with bold comic-book-style artwork and a mix of point-and-click puzzle solving, investigation, and timed action sequences that all work together extremely well.
saveorquit.com : The overall story is somewhat simple, but it works decently enough, particularly in the second half, where more and more things start to get revealed about backstories of characters and recent events surrounding them.
adventuregamers.com : It’s a bold blend of traditional point-and-click adventure with an investigative detective game, timed action sequences, and captivating pen-and-ink comic-book-style graphics. It has its shortcomings, but it’s a thrilling adventure from start to finish.
Almost My Floor: Review
Introduction
Imagine stepping into an elevator for a routine ride home, only to emerge in a labyrinth of pulsating flesh, spectral mops, and carnivorous flytraps—a descent into psychological terror where every floor blurs the line between reality and nightmare. Almost My Floor, the 2021 debut from indie duo Potata Company, transforms this surreal premise into a masterful point-and-click horror adventure that punches far above its weight. With its dual protagonists, branching moral choices, and striking comic-book visuals, the game revives the spirit of LucasArts classics while infusing modern psychological depth. This is no mere homage; it’s a bold, concise nightmare (clocking in at around three hours) that earns its “Very Positive” Steam acclaim through tight design and lingering dread. My thesis: Almost My Floor stands as a pinnacle of micro-budget indie horror, proving that intimate teams can craft experiences as haunting as AAA blockbusters, cementing its place among overlooked gems of the genre.
Development History & Context
Potata Company, a husband-and-wife team comprising Anna Lepeshkina (art director, game designer, scenarist) and Alexey Zavrin (programmer, animator), alongside translator Vitaliy Loskutov and voice actor Andy Mack, birthed Almost My Floor amid the indie boom of early 2020s PC gaming. Self-published on Steam on August 6, 2021 (with a free prologue demo teased earlier), it leveraged Unity’s accessible engine to deliver cross-platform ports to Linux, Mac, Nintendo Switch, PlayStation 4/5, and Xbox One/Series by 2022. This era’s landscape—dominated by itch.io experiments, Steam Next Fest hype, and a resurgence of narrative-driven indies like Fran Bow or The Cat Lady—favored bite-sized horrors over sprawling epics.
Lepeshkina’s multifaceted vision drew from 1990s LucasArts adventures (e.g., Day of the Tentacle) and psychological horror like Silent Hill, blending detective tropes with moral dilemmas. Technological constraints? Minimal: a modest spec sheet (Intel Core 2 Duo minimum) prioritized 1080p hand-drawn 2D art over high-fidelity 3D, echoing the ’90s pixel art revival but in vibrant, inky comics style. Pre-launch buzz from IGN SEA highlighted the couple’s synergy—”play together, make together”—positioning it as a passion project amid COVID-era remote dev. No massive marketing; word-of-mouth via Steam (91% positive from 211+ reviews) and sites like Adventure Gamers propelled it. In a market flooded by roguelikes and battle royales, Almost My Floor carved a niche for thoughtful, choice-driven point-and-clicks, influencing micro-studios to embrace dual narratives on shoestring budgets.
Narrative & Thematic Deep Dive
Almost My Floor‘s narrative is a two-pronged fever dream, alternating between everyman Alex’s survival gauntlet and Detective Adam Trust’s grounded investigation, masterfully weaving psychological horror, morality, and conspiracy. Spanning prologue to epilogue across seven chapters, it unfolds in House #9—a decrepit Soviet-era(?) apartment block turned eldritch maze.
Alex’s Arc: Descent into Madness
Alex, a cynical flirt reeling from his dog Jack’s death and girlfriend Nika’s paranoia, enters the elevator post-lobby spider-trap puzzle, only to rocket past reality into “nonexistent floors.” Chapters escalate: Floor 7’s eye-zaps and Masha-stabbing choice (Angel: spray-graffiti keys; Devil: impale), bomb-defusal QTEs, cleaning lady dilemmas (flower gift vs. plank bash), monster hearts in mini-portals, and pulsating plants. Moral forks—angel/devil shoulder advisors—ripple: sparing Masha aids later electricity restoration; violence haunts interactions. Flashbacks reveal Nika’s vanishing after Alex’s outburst, posters screaming “Nika” amid fliers. Climax: bus explosion choice (alarm vs. arson), confronting “Finish him.” Epilogue exposes Alex’s potential guilt in a “Killer story.”
Adam’s Arc: The Rational Unraveling
Switching POVs geniusly subverts Alex’s chaos: Adam probes the “real” building—crime scenes, diaries (codes like 1309/Jack’s birthday, 1204/love note), Dr. Freudgele’s office (1408 watch code, blood beads, chainsaw safe 6897). He uncovers Nika’s body (“No body – no crime”), psychotropic experiments, Lilia’s pills/beads/dog beds. Choices echo: Warn Freudgele? Sound neighbor alarm? Dual lenses question sanity—Alex’s monsters as hallucinations? Conspiracy via Freudgele’s basement beast?
Themes: Reality’s Fracture, Moral Cost, Grief’s Monsters
Psychological horror probes fiction-vs-reality (eyes, mops as projections?), grief (Jack/Nika losses birth apparitions), ambition’s price (Adam’s hubris). Choices matter sans full branching—cumulative good/evil yields two endings, emphasizing consequence over binary. Satire/parody via Alex’s quips darkens humor; themes echo Inception-esque layers, but grounded in personal loss. Dialogue, though translation-stilted (“I’ll always love you 12.04”), builds unease; epilogue’s “truth” indicts player complicity.
Gameplay Mechanics & Systems
Classic point-and-click evolves with horror flair: mouse-driven 3rd-person scrolling (double-click run), top inventory, hotspot highlighter (white glow/dot). Puzzles logical, inventory-light: electrical panels (color-plug matches: green/blue-yellow, etc.—”Genius” no-hint ach.), medallions (triangle-circle-square per diary—”Smart”), bomb QTEs (cut green/pink/blue wires, sliders/pipes), bone-fetching for plants.
Core Loops & Innovation
Elevator ascends/descends floors; per-floor puzzles block progress (e.g., rag-over-sign, tape-peephole spoke). Moral binaries: Angel (multi-step aid) vs. Devil (quick violence)—impacts allies (Masha zaps monster if spared). Adam’s detective mode: clue-gathering (diaries, collars), codes, no timers.
Timed/Action Systems
QTEs inject peril: shield-block eyes (“First blood”), spectral mops (“What was even that?”), wire-cut/defuse (“Red button”), stone-throws (“May the force be with you”). Arrow-timing bars forgiving (retry instant), heightening tension without frustration. UI crisp: verb coins (look/use), phone light/dial (666, 678876 cleaner distract—”Cleaner assistant”).
Progression & Flaws
No RPG stats; “progression” via story unlocks, 19 Steam achs (no-hint puzzles, “Good boy” mailbox, “Finally” escape). Short length/short puzzles suit casual play, but simplistic for veterans—confined screens limit exploration. Choices replayable sans full NG+.
World-Building, Art & Sound
House #9’s labyrinth—lobby mailboxes to infinite floors—pulses with layered lore: missing fliers, bloody prints, pulsating plants, mini-portals. Comic strips cutscenes (e.g., prologue “It’s a long story…”) build mythos; dual realities contrast Alex’s gore (viscera, eyeballs) vs. Adam’s grit (ooze, crooked corpses).
Visuals: Comic-Book Nightmares
Lepeshkina’s hand-drawn 2D shines: thick inks, vibrant palettes defy horror norms—blue hands from fixtures, green eyes float amid colorful decay. Cartoony flair (flytraps, heart-monsters) parodies dread; Steam Deck-friendly scrolling evokes Sam & Max. Creatures linger (“Monsters will keep living on in your nightmares”).
Sound Design: Immersive Dread
Eerie pianos/drone mimic slasher scores; effects visceral—wet squelches, buzzing lights, drilling neighbors. Partial VA (Adam’s lines) quirky but effective; multilingual (English/Russian) subtitles aid. Ambiance amplifies isolation, choices echoing in silence.
Reception & Legacy
Launch acclaim: Steam 91% (211 reviews)—”fun, engaging” (MKAU 95/100), Adventure Gamers 90/100 (“superb… bold comic-book-style”). Save or Quit lauded casual charm; Metacritic tbd but positive. Commercial: $9.99 success via bundles (Potata Company pack), artbook DLC. Evolved rep: Cult following for brevity/art, inspiring sequels (Almost My Floor 2). Influences indies (e.g., dual-POV horrors like The Coffin of Andy and Leyley), proving small teams rival big budgets. Ports broadened access; no patches/DLC noted, but demo legacy endures.
Conclusion
Almost My Floor distills point-and-click essence into a hallucinatory triumph: innovative dual narratives, punchy puzzles, and art that haunts like graphic novels. Flaws—stilted localization, simplistic depth—pale against its atmospheric punch and moral heft. As a 2021 indie milestone, it exemplifies passion-driven craft, demanding a spot in horror adventure canons beside Fran Bow. Verdict: Essential—buy, play twice (angel/devil), savor the descent. 9.2/10. A floor away from perfection, eternally replayable.