People always seem to forget as well that pressure is a finished game, doors isn’t Pressure ends on a “the end” Doors ends on a “to be continued” Pressure actually has a full story as doors has only given us chapter one so far
Pressure ISNT finished, its answered in QnA from developer. there might be NO floor 2, but they will add more monsters and etc, which will make story wider (if there is MONSTERS to add, it means game ISNT finished even in its lore, cuz there was NO other monsters on the map of whole timeline).
I dont really like it, doors is well, giving 0 lore basically, we just need to figure it out, if its well made and gives some kind of tips like FNAFs lore ok, but doors literally has nothing explaining the lore, we just gotta fantasize about it Edit: ok IG the painting shows lore? but literally its a painting with a red ball on it, what does it explain in lore? just proves that a red light exists, thats all lore we currently know.
To be honest, I think the documents are a very good way to tell direct story telling. when you die from the entities of Pressure, you learn more about them. and its a completely optional thing to learn about little bits about the entities WHILE ALSO learning about what the entities do in their gameplay, and it meshes well in this context.
I think it would be cool if Pressure, alongside the findable documents, had findable tapes to collect. These tapes would allow you to witness key events in the story through animated cutscenes.
They should put tapes in the breached containment cells of the entities that you deal with in the game like the angler variants and eyefestation and shows Sebastian letting them out and what they did shortly after
I feel like it’s a lot of missed potential that you can’t read the documents when you open them. Imagine how cool it would be to be able to read about the thing you met while it’s still right in front of you, would be a lot more interesting, especially due to how most players don’t even read the documents at the lobby
that would be cool in solo, but would absolutely cause some player deaths if this was in multiplayer lobbies. especially considering that a lot of the documents are quite long
The last point should be noted. While both Direct and Indirect storytelling has their pros and cons, you also need to consider which method fits the world building best. For Doors, indirect is the best as you’re put in there with no context at all, in a mysterious place with no one at all. For Pressure, direct is the best as you know why you’re here, and it would be weird if the Blacksite didn’t have a clear document about the shit in there.
Agreed, it also makes sense for the lore and explanations of pressure to be in a file since you’re in a facility that has to have everything documented in a professional way like that.
Just wanted to mention that Pressure has indirect storytelling as well. We are never directly told who Mr. Lopee is, but the community has figured out that he is the one forcing Sebastian to help us based on Sebastian’s dialogue and a rare event where Mr. Lopee stands over Sebastian when you die The connection between Paranoia’s Box and Chainsmoker is also another example, since they both produce a green smoke that gives the player Cleithrophobia
@@DudeInADinoOnesie Yes. It is an actual part of the main story being told as the painting includes characters that we could run into and already have ran into this far, meanwhile the files on chainsmoker and paranoias box aren’t, remember that the main story of pressure is about us a prisoner signed up to go retrieve a crystal for a company. Nothing about a smoke filled box.
many people just didnt realize doors has lore yet, so just that you know it does have lore and it is slowly going to be released with updates and environmental storytelling
I really love slowburn storytelling but the story's reception is based on how interesting it is and what more can be added in due time. I sure hope it doesn't die out though!
I'm gonna go ahead and say that LSPLASH are seeing way too big. It took them 3 years to roll out Floor 2, and almost all of the lore is still based on speculation.
@@cccyanide3034 floor 1 itself was like a steam game on roblox, you should expect steam level waiting time for developing a whole game for each floor because each floor is like its own smaller game yes most of the lore is based on speculation, thats environmental storytelling i think the devs sort of expected people to treat the lore like in arg indie games because there were literally wingdings
In Game Theory they stated the red dot in doors is possibly the one who controls the Modifiers They said that if you want to play the game without modifiers Guiding Light will be there, but if you Do want to play with modifiers, it will completely kick guiding light from helping you but managed to do so on door 50 by distracting figure. While curious light seems to mention "Her" Meaning he is pretty chill with the one who controls the modifiers same with guiding light but only taking their spot as you help Curious Light escape the The Rooms and the Backrooms [ If you want to know more go check their video, even tho its not MatPat its still non the less interesting to know ]
You can actually see mischievous light now in doors not just in the painting but if you try to go into the rooms there will be a red border blocking the gate if you have modifiers in your run
O I thought that was just the crucifix failing especially because that was before the mods came out but I guess the light was in the painting before mods to so maybe @@adimiryane9577
Fun fact: this third architect can be seen in a weekly challenge from Tower Heroes and the collab it had with DOORS where you play as Figure defending the library from intruders
Indeed they do. It’s made even clearer in the floor 2 update with a new lamp stomping animation that figure does and how guiding light is shown to more directly interfere in the seek chases.
@@joshuadelministro3104 you can also hear a few “chip” noises before the lamp crashes as if the guiding light has to hit it a few times before it falls over.
dude, why is everyone in the comments fighting about pressure being a copy, and doors having no lore, both games are good. and like the video said, doors’ lore is being revealed slowly in tiny clues. while pressure just says hey and gives you lore.
3 minutes into this video as I type this, pressure's way of storytelling is both direct and indirect. it is direct when it concerns YOU, the prisoner. it tells YOU what you went through in the start and ending of the game. it tells YOU what threats you come across, etc. it is indirect when it comes to everything else. You have no idea what the hell Z-13 is until you buy sebastian's document, suddenly you learn he's the one who started the whole containment breach, and the reason why you're there. Alot of worldbuilding/story is indirect because geez you could go the whole game without ever getting the documents for Paranoia's Box, The diVine("lol how do u breathe underwater"), and other documents in the urbanshade section. and Paranioa's box document even leads you to learn a connection between itself and the chainsmoker variant of the angler. the p.AI.nter is the computer making fake doors, and you only ever learn its just a sentient painting program when you get its actual document. edit 1: got a bit further. You mentioned sebastian's document, and yeah it kinda sucks, but then again you still see its after-effects. Of course, players before the friendly fire update would probably know who sebastian is, but others dont. hearing the painter say "He wont get us out of here if you keep standing in our way". Who is "he"?? then you later find out its sebastian. edit 2: 10/10 video, great points i dont see anywhere to critique, and this comment was jus handing out how i see things.
@@Gab12345BR sebastian was never pardoned because by the time he was found innocent (he didnt murder those 9 people), it was too late, as he already was turned into that fish monster. he did, infact, cause the containment breach we see in game.
Almost no one knows the correct doors lore unlike pressure where all of the story and lore is being thrown at us which in my opinion is the worst way to explain lore in horror games
Actually leaves a lot of unsolved mysteries and is ambiguous to the extreme. That's why I like it! A small criticism I would like to add is how much it has retconned itself and deducing what details are important or not because of vague things. Probably also the reason why some mysteries still stay unsolved (with theories that might make the most sense with evidence). Still, it doesn't make me hate it.
Great video i love both games but i just hoped that people understand somethings about doors and pressure.(Warning: a lot of yapping ahead) One being that doors does have a story for now not much of it is shown as doors is chapter based and more of the story will be revealed on later chapters/floors while the story of pressure is already finished with minor stories which will about upcoming things being told but those won't change the overall story of pressure.(Because pressure won't get any continuation so the actual story is unfortunately over) So please stop shitting on doors. And to people who say pressure gets a lot of ideas from doors well yes you are right because pressure is supposed to be a scp like game and that makes sense to have some of the famous entities from each part of the world. So please don't shit on pressure for having similar enemy types . Anyway something else I need to mention the first part of the story of pressure is literally like Iron lung which I really like of course that would mean that wouldn't be really an original story but it doesn't have to pressure is literally meant to be the ideas of a bunch of games combined into one and I really liked Iron lung(for those who don't understand in iron lung we also play as a convict which was sentence to a deep ocean(of blood) to explore and if we survive we will gain our freedom ...)
@@albiskeller8058 sorry lad but yeah zeal confirmed it on multiple occasions on Twitter that the game is designed to have a finished story from the start so that way they could get around and add fun things whenever they feel like it or when they have an idea for it. They will definitely add more entities and new rooms along with their documents And they might also add subfloors(this one just speculation as they have already announce that they won't add an A-1000 kinda subfloor)
Alright, pebbles, let’s be real, considering how much water you be using, you don’t mind a few water themed games…also, let’s be real, your drink is outshined by the one sold by moon, lol
I've grown to prefer Pressure over DOORS for a variety of reasons, but I would just like to point out that both games have a really fitting way of presenting their lore. DOORS leans heavily into the "haunted house" style, so it makes sense that it mostly remains a mystery, with some decor clues pointing to small bits of lore. On the other hand, Pressure takes heavy inspiration from the SCP games, with Urbanshade being similar to the Foundation in its role in-game. It then makes sense to uncover the lore through heavily redacted scientific documents.
I think pressure makes the story more accessible to get people interested then has the documents for people that WANT to explore the story even more than what we are told.
@@N0T4X0 Doors Floor 2 is releasing, it's already brought so much hype, why would LSplash not like Pressure? he hasn't done anything to antagonize Pressure, and the same goes for Pressure aswell.
@@grilled-cheese-enthusiast yea doors is gonna have more chapters and probably dive deeper into where we are and what's going on. Meanwhile pressure's story is kinda already finished in one go which is why most of the things are already revealed.
3:42 fun fact: a flood escape 2 community map called "Sinister Labyrinth", which is now in the main game, used the modifier/red light symbol weeks before doors even got the modifiers update. this symbol is found in the exit room, on the floor
I don't think they're the same, they look similar but the one from Sinister Labyrinth goes more outwards, similar to a nebula fragment from Terraria, whereas the modifiers symbol fits within a completely square boundary. Pretty interesting though
I think it is possible in the future to make some events (e.g. first boot of the game and first win) into animated cutscenes (also it would be really cool)
Just want to give a heads up that doors two has come out and at the end, we see a grumble crawl out of the ground after defeating seek, only for seek to kill said grumble. And yes, We did see figure in themines.
To the people complaining about the slowness of the updates: I smell rushing developers. Seriously, it's not meant to be a big game, it just happened to get a huge fanbase. Also the development team is like two fucking people and some others to the side, not a big corporation like your sugar daddy "big games" yall probably crawled out from. People rushing developers to update things are exactly the reason why most good games can get cancelled so quickly.
People always seem to forget as well that pressure is a finished game, doors isn’t
Pressure ends on a “the end”
Doors ends on a “to be continued”
Pressure actually has a full story as doors has only given us chapter one so far
Pressure ISNT finished, its answered in QnA from developer.
there might be NO floor 2, but they will add more monsters and etc, which will make story wider (if there is MONSTERS to add, it means game ISNT finished even in its lore, cuz there was NO other monsters on the map of whole timeline).
So pressure has a full planned story, just not a full made game to tell all of it?
you might need to sit down for this one
@@manosemnomealgum im open to any explanation :^
Pressure isn’t a finished story, there’s still more updates to come and lore to be expanded upon
Note to all who are unaware: Redibles has confirmed on Twitter that doors DOES have lore, it’s just being explained slowly
I like the idea of Door's story
@@Tekworldz24 same
I dont really like it, doors is well, giving 0 lore basically, we just need to figure it out, if its well made and gives some kind of tips like FNAFs lore ok, but doors literally has nothing explaining the lore, we just gotta fantasize about it
Edit: ok IG the painting shows lore? but literally its a painting with a red ball on it, what does it explain in lore? just proves that a red light exists, thats all lore we currently know.
@davigamermello5592 Wow it’s almost like… doors isn’t a complete game and they are gonna add more stuff as they add more floors. Crazy I know
Ofc it does have
To be honest, I think the documents are a very good way to tell direct story telling. when you die from the entities of Pressure, you learn more about them. and its a completely optional thing to learn about little bits about the entities WHILE ALSO learning about what the entities do in their gameplay, and it meshes well in this context.
I think it would be cool if Pressure, alongside the findable documents, had findable tapes to collect. These tapes would allow you to witness key events in the story through animated cutscenes.
This is such a good idea r
Now that’s a good idea.
I hope this becomes real ngl
They should put tapes in the breached containment cells of the entities that you deal with in the game like the angler variants and eyefestation and shows Sebastian letting them out and what they did shortly after
And maybe for the funny, a few of these tapes are just analog horror references
I feel like it’s a lot of missed potential that you can’t read the documents when you open them. Imagine how cool it would be to be able to read about the thing you met while it’s still right in front of you, would be a lot more interesting, especially due to how most players don’t even read the documents at the lobby
that would be cool in solo, but would absolutely cause some player deaths if this was in multiplayer lobbies. especially considering that a lot of the documents are quite long
No that’s their fault for not reading it.
The last point should be noted. While both Direct and Indirect storytelling has their pros and cons, you also need to consider which method fits the world building best. For Doors, indirect is the best as you’re put in there with no context at all, in a mysterious place with no one at all. For Pressure, direct is the best as you know why you’re here, and it would be weird if the Blacksite didn’t have a clear document about the shit in there.
Agreed, it also makes sense for the lore and explanations of pressure to be in a file since you’re in a facility that has to have everything documented in a professional way like that.
Just wanted to mention that Pressure has indirect storytelling as well. We are never directly told who Mr. Lopee is, but the community has figured out that he is the one forcing Sebastian to help us based on Sebastian’s dialogue and a rare event where Mr. Lopee stands over Sebastian when you die
The connection between Paranoia’s Box and Chainsmoker is also another example, since they both produce a green smoke that gives the player Cleithrophobia
It's based on the Gmod ARG.
@@Th3-Subj3ct Interloper? More like… InterLOPEE
First off no
This doesnt make pressure have indirect story telling
Second of all
Thats just an easter egg/mystery the community has decoded
@@Scober420 And your saying a painting with three symbols on it is indirect story telling? And it isn't an easter egg?
@@DudeInADinoOnesie Yes. It is an actual part of the main story being told as the painting includes characters that we could run into and already have ran into this far, meanwhile the files on chainsmoker and paranoias box aren’t, remember that the main story of pressure is about us a prisoner signed up to go retrieve a crystal for a company. Nothing about a smoke filled box.
many people just didnt realize doors has lore yet, so just that you know it does have lore and it is slowly going to be released with updates and environmental storytelling
I really love slowburn storytelling but the story's reception is based on how interesting it is and what more can be added in due time. I sure hope it doesn't die out though!
Metaphorical floor
I'm gonna go ahead and say that LSPLASH are seeing way too big. It took them 3 years to roll out Floor 2, and almost all of the lore is still based on speculation.
@@cccyanide3034 floor 1 itself was like a steam game on roblox, you should expect steam level waiting time for developing a whole game for each floor
because each floor is like its own smaller game
yes most of the lore is based on speculation, thats environmental storytelling
i think the devs sort of expected people to treat the lore like in arg indie games because there were literally wingdings
@@borekminer Steam games don't take 3 years for updates. LSPLASH is extremely lucky that their game didn't die before Floor 2 released.
also remember the wingdings text on the crucifix saying "one of the three architects marked by celestials assists you"
I think it's referring to the three lights as "architects", which in this case is the guiding light
In Game Theory they stated the red dot in doors is possibly the one who controls the Modifiers
They said that if you want to play the game without modifiers Guiding Light will be there, but if you Do want to play with modifiers, it will completely kick guiding light from helping you but managed to do so on door 50 by distracting figure.
While curious light seems to mention "Her" Meaning he is pretty chill with the one who controls the modifiers same with guiding light but only taking their spot as you help Curious Light escape the The Rooms and the Backrooms
[ If you want to know more go check their video, even tho its not MatPat its still non the less interesting to know ]
A theory I find more than likely probable to be the truth though, even before Game Theory brought it up themselves 😅 suppose we’ll see though!
You can actually see mischievous light now in doors not just in the painting but if you try to go into the rooms there will be a red border blocking the gate if you have modifiers in your run
or when you use crucifix on figure or seek, after a few secs the blue color will become red and break the chains
O I thought that was just the crucifix failing especially because that was before the mods came out but I guess the light was in the painting before mods to so maybe @@adimiryane9577
Fun fact: this third architect can be seen in a weekly challenge from Tower Heroes and the collab it had with DOORS where you play as Figure defending the library from intruders
surrounding seeks chase is a red light as well, which probably is the modifier light
Wait, Guiding Light SAVES us from Figure?
I thought his steps were too heavy and the Lamp fell because of that.
Yup, once you get out of the cutscene if you move fast enough you can see the blue particles fading away
Indeed they do. It’s made even clearer in the floor 2 update with a new lamp stomping animation that figure does and how guiding light is shown to more directly interfere in the seek chases.
@@Stelthily I haven't been following Door's development, it's pretty clear! 😂🤣😅
@@joshuadelministro3104 you can also hear a few “chip” noises before the lamp crashes as if the guiding light has to hit it a few times before it falls over.
@@Stelthily guh.
Bro's a twink physically
dude, why is everyone in the comments fighting about pressure being a copy, and doors having no lore, both games are good. and like the video said, doors’ lore is being revealed slowly in tiny clues. while pressure just says hey and gives you lore.
People don't know how to enjoy both things without arguing over which one is better for some reason
@@arandomalt4158 people when a game is inspired by another game:
It reminds me how people started to shit on tds after tdx was released and it caused many problems.
@@TotallyNotSnowy.Thats litterly the same as these 2 games now on.
Exactly
Tbh indirect is more satisfying to figure out if done correctly
3 minutes into this video as I type this, pressure's way of storytelling is both direct and indirect.
it is direct when it concerns YOU, the prisoner. it tells YOU what you went through in the start and ending of the game. it tells YOU what threats you come across, etc.
it is indirect when it comes to everything else. You have no idea what the hell Z-13 is until you buy sebastian's document, suddenly you learn he's the one who started the whole containment breach, and the reason why you're there. Alot of worldbuilding/story is indirect because geez you could go the whole game without ever getting the documents for Paranoia's Box, The diVine("lol how do u breathe underwater"), and other documents in the urbanshade section. and Paranioa's box document even leads you to learn a connection between itself and the chainsmoker variant of the angler. the p.AI.nter is the computer making fake doors, and you only ever learn its just a sentient painting program when you get its actual document.
edit 1: got a bit further. You mentioned sebastian's document, and yeah it kinda sucks, but then again you still see its after-effects. Of course, players before the friendly fire update would probably know who sebastian is, but others dont. hearing the painter say "He wont get us out of here if you keep standing in our way". Who is "he"?? then you later find out its sebastian.
edit 2: 10/10 video, great points i dont see anywhere to critique, and this comment was jus handing out how i see things.
wasn't Sebastian pardoned because he wasn't the one who did the containment breach?
@@Gab12345BR sebastian was never pardoned because by the time he was found innocent (he didnt murder those 9 people), it was too late, as he already was turned into that fish monster.
he did, infact, cause the containment breach we see in game.
@@HolyDiverGirl ah, so he did the breach but the murderer wasn't him, hmmmmmmmm interesting
I'd like to think that the doors were created to have no lore but they saw the demand and started to add lore later
Ah yes because good games can't have lore unless they have a big fanbase.
I think they always had the idea for the lore, since guiding light has always been there
Almost no one knows the correct doors lore unlike pressure where all of the story and lore is being thrown at us which in my opinion is the worst way to explain lore in horror games
Wanna talk about a game that has indirect storytelling? FNAF.
Actually leaves a lot of unsolved mysteries and is ambiguous to the extreme. That's why I like it! A small criticism I would like to add is how much it has retconned itself and deducing what details are important or not because of vague things. Probably also the reason why some mysteries still stay unsolved (with theories that might make the most sense with evidence). Still, it doesn't make me hate it.
@@caringheart34Doors and fnaf didn t have a retcon
@@andreix4025 *FNAF is 90% retcon my guy*
after recent floor 2 update,we can literally see Doors have open ending for each floors while Pressure only have a close ending
Great video i love both games but i just hoped that people understand somethings about doors and pressure.(Warning: a lot of yapping ahead)
One being that doors does have a story for now not much of it is shown as doors is chapter based and more of the story will be revealed on later chapters/floors while the story of pressure is already finished with minor stories which will about upcoming things being told but those won't change the overall story of pressure.(Because pressure won't get any continuation so the actual story is unfortunately over)
So please stop shitting on doors.
And to people who say pressure gets a lot of ideas from doors well yes you are right because pressure is supposed to be a scp like game and that makes sense to have some of the famous entities from each part of the world.
So please don't shit on pressure for having similar enemy types .
Anyway something else I need to mention the first part of the story of pressure is literally like Iron lung which I really like of course that would mean that wouldn't be really an original story but it doesn't have to pressure is literally meant to be the ideas of a bunch of games combined into one and I really liked Iron lung(for those who don't understand in iron lung we also play as a convict which was sentence to a deep ocean(of blood) to explore and if we survive we will gain our freedom ...)
Ngl i agree about both games being good and ppl comparing it, but does pressure not gonna continue with the chapters?
@@albiskeller8058 sorry lad but yeah zeal confirmed it on multiple occasions on Twitter that the game is designed to have a finished story from the start so that way they could get around and add fun things whenever they feel like it or when they have an idea for it.
They will definitely add more entities and new rooms along with their documents
And they might also add subfloors(this one just speculation as they have already announce that they won't add an A-1000 kinda subfloor)
@@luckydemonneet thats sad.
@@albiskeller8058 yeah :(
@@albiskeller8058 I think it was mentioned there was going to be different expeditions on the side or something along those lines idk
Bro is making a lot of pressure videos recently
Alright, pebbles, let’s be real, considering how much water you be using, you don’t mind a few water themed games…also, let’s be real, your drink is outshined by the one sold by moon, lol
I've grown to prefer Pressure over DOORS for a variety of reasons, but I would just like to point out that both games have a really fitting way of presenting their lore.
DOORS leans heavily into the "haunted house" style, so it makes sense that it mostly remains a mystery, with some decor clues pointing to small bits of lore.
On the other hand, Pressure takes heavy inspiration from the SCP games, with Urbanshade being similar to the Foundation in its role in-game. It then makes sense to uncover the lore through heavily redacted scientific documents.
I think pressure makes the story more accessible to get people interested then has the documents for people that WANT to explore the story even more than what we are told.
It would be cool if doors had a pressure event and pressure had a doors event
@@N0T4X0 Doors Floor 2 is releasing, it's already brought so much hype, why would LSplash not like Pressure? he hasn't done anything to antagonize Pressure, and the same goes for Pressure aswell.
@@luckydemonneet okay mb, I deleted my comment I fell for misinfo (I stupid)
There's a rare A-60 event in Pressure. Not Doors, but close
@@N0T4X0 it's okay I will delete mine too if u don't like people seeing it since I was replying to your comment
Sorry if the last comment sounded rude
@@fedethegreat88A-60 is not unique to DOORS’s version of Rooms, but rather the original Rooms game itself which inspired DOORS to begin with.
kids arguing and comparing these two games in the comments are messed up, fr.
Doors kids vs pressure stans
Most people won't be able to distinguish apples and oranges if they have similar looking skin, until they actually eat them
People should really watch some game theory videos. This chaos wouldn't be happening in the comments if they did watch some.
It's quite a detail that in my opinion most people overlook, I'm so glad someone made a video about this.
doors = no lore
no lore = no complicate
no complicate = no overthink
no overthink = no depress
no depress = happy
happy = doors
go back to top now
Both games are good
yea, but pressure mostly took alot of the things from DOORS
@@PlatinumPlayz2009 well,DOORS took concept and some entities from ROOMS
doors has lore, it’s just being explained very slowly
@@grilled-cheese-enthusiast yea doors is gonna have more chapters and probably dive deeper into where we are and what's going on. Meanwhile pressure's story is kinda already finished in one go which is why most of the things are already revealed.
3:42 fun fact: a flood escape 2 community map called "Sinister Labyrinth", which is now in the main game, used the modifier/red light symbol weeks before doors even got the modifiers update. this symbol is found in the exit room, on the floor
I don't think they're the same, they look similar but the one from Sinister Labyrinth goes more outwards, similar to a nebula fragment from Terraria, whereas the modifiers symbol fits within a completely square boundary. Pretty interesting though
Some dude in 2015: bruh this game lore no lore
Scott: now just you wait there buddy
I think it is possible in the future to make some events (e.g. first boot of the game and first win) into animated cutscenes (also it would be really cool)
Just want to give a heads up that doors two has come out and at the end, we see a grumble crawl out of the ground after defeating seek, only for seek to kill said grumble. And yes, We did see figure in themines.
someone moderate these people in the comments
they are WAY TOO COMFORTABLE to be comparing these two games 😭
Why cant yall enjoy both games at the same time?
they are...?
2:31 it’s even weirder because this place is even deeper than the deepest part of the Mariana Trench
Tbh, I'm not surprised. If they managed to successfully turn Sebastian into what he is and make all those monsters, real world logic wouldn't apply
people here act like it's acceptable for the creators of doors to add little to no lore in an update that took three years
0:40 he said what I was about to comment 😭
Has no one watched the game theory on doors?
game theory is just a *theory*
@@v1v_d*A GAME THEORY*
What voice is that?
Minor error you made at 4:00 in the video where you said direct storytelling instead of indirect.
To the people complaining about the slowness of the updates:
I smell rushing developers.
Seriously, it's not meant to be a big game, it just happened to get a huge fanbase.
Also the development team is like two fucking people and some others to the side, not a big corporation like your sugar daddy "big games" yall probably crawled out from.
People rushing developers to update things are exactly the reason why most good games can get cancelled so quickly.
Oh my hes gonna be confused abot floor 2 ending
are you a fellow wynncraft lover? good video btw
i dont care about doors story i like pressure story being told and imagining and i love scp so yeah...
Ok and?
@@xXSo_fireXx What
W video bro seriously, cheddar balls is great
Back when he made bear videos
@@2_9o85 i didnt watch at that time
@@youzzefy-ih7ou depressing, should of been here back at 200 subs
Yuh
Metaphorical floor
THERES A STORY IN DOORS???
Your script is great, but you need to work on the speaking itself. Good video.
lore or no lore idc I'm playing doors
please dont pull a sniperwolf on me because i said this
the thumbnail is reversed btw
👍
Spoiler-free: ❌
Both is good i love both
Where bear content
I’m second 😊
U 3rd
How to stop kids from saying 1st 2nd or 3rd
Good for you
Good job, want a gold star?
Good job kid😅
420th like