You work for a research institute that studies places that should not exist. The facility is suddenly at a lockdown and you are forced to go through the dimension portal where you find the mysterious Lobby No. 5. filled with doors that lead to liminal rooms. Every room is a trap Lobby No. 5 is a first-person rage game…
You work for a research institute that studies places that should not exist. The facility is suddenly at a lockdown and you are forced to go through the dimension portal where you find the mysterious Lobby No. 5. filled with doors that lead to liminal rooms.
Every room is a trap
Lobby No. 5 is a first-person rage game about liminal rooms that try to kill you. Deaths are instant, and so are respawns. You will die a lot. Then you will learn the room, and then you will die less.
The building watches you
Traps react to what you do. Jump, and the wall you were aiming for moves. Crouch, and something above you notices. Every room has a pattern, and finding it is the key to beat it.
Explore the wings
The lobby is your hub. Each wing behind its doors is a set of rooms with its own look and its own ways to kill you: a pool side, a ballroom, a laundry, a spa, a conference room and worse. Reach the end of a wing, find its key, and the next door opens. Find the last key and the exit finally unlocks.
What to expect
Short levels built for quick retries. No loading, no lives, no penalties.
Traps that respond to your movement, so memorizing the route is never enough.
A hotel drawn in chunky retro pixels, with a suit visor between you and the wallpaper.
Light horror. The building is quiet, wrong and occasionally loud.
Checkpoints and instant respawns. The game never sends you back further than the room you are in.
Steam achievements and cloud saves.
Check in. Die. Learn. Check out.
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