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* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station, befitting the detective theme of this game.]]

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* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station, befitting the detective theme of this game.game as detailed in the behind the scenes material.]]
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* MatryoshkaObject: TheGame.

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* MatryoshkaObject: TheGame.Several of these are present in the game.
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** In ''A Dark Matter'', three more get introduced, one depicting Egyptian Motifs, another being Waldgrave Manor and the third one being Grey Holm.
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* EasterEgg: [[spoiler:It is possible to write other things in the typewriter in the Seance chapter in the second game that adds to the plot but does not advance the game. The words are: Null, Death, Life, Light, Truth, Home, Science, Knowledge, Power, AS, Prey, Others, Maggy, Thecircle[[labelnote:*]] as one word[[/labelnote]], Crowley, Grayson, Rigby, Baia, and Hirst]]

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* EasterEgg: [[spoiler:It is possible to write other things in the typewriter in the Seance chapter in the second game that adds to the plot but does not advance the game. The words are: Null, Death, Life, Light, Truth, Home, Science, Knowledge, Power, AS, Prey, Others, Maggy, Thecircle[[labelnote:*]] Thecircle[[note]] as one word[[/labelnote]], word[[/note]], Crowley, Grayson, Rigby, Baia, and Hirst]]



* {{Foreshadowing}}: Within the lighthouse in The Room 3, the player will find [[spoiler:A phial within the mouth of an 'aquanaut's' skull, who had either died on the island or at the hands of The Craftsman. This phial bears resemblance to the phylactery, an amulet which contains ones life force and has become synonymous with Liches in fantasy settings. After the phial is crushed, the player gains a golden orb which is used to 'light' the lighthouse first metaphorically, then literally..which plentifully foreshadows how The Craftsman is using the Null to harvest the lives of others to power his home and creations.]]

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* {{Foreshadowing}}: Within the lighthouse in The Room 3, the player will find [[spoiler:A [[spoiler:a phial within the mouth of an 'aquanaut's' skull, who had either died on the island or at the hands of The the Craftsman. This phial bears resemblance to the phylactery, an amulet which contains ones life force and has become synonymous with Liches in fantasy settings. After the phial is crushed, the player gains a golden orb which is used to 'light' the lighthouse first metaphorically, then literally..which plentifully foreshadows how The Craftsman is using the Null to harvest the lives of others to power his home and creations.]]
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Disambiguated per Wick Cleaning Projects


[[SimilarlyNamedWorks Not to be confused with]] the [[Film/TheRoom movie]] of the same name, [[VideoGame/TheRoomTheGame the game based on it]], [[VideoGame/TheRoomRPGMaker the unrelated RPG Maker game of the same name]], or a certain ''other'' [[VideoGame/SilentHill4 game.]]

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[[SimilarlyNamedWorks Not to be confused with]] the [[Film/TheRoom [[Film/TheRoom2003 movie]] of the same name, [[VideoGame/TheRoomTheGame the game based on it]], [[VideoGame/TheRoomRPGMaker the unrelated RPG Maker game of the same name]], or a certain ''other'' [[VideoGame/SilentHill4 game.]]
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** [[spoiler: The fifth game has one: When the detective places the artifact the Craftman's soul is imprisoned in onto its own altar, releasing all the other souls he captured. However, the altar where you put the other artifacts isn't the only one in the black void it's in, there are tens of thousands of them being revealed.]]

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** [[spoiler: The fifth game has one: When the detective places the artifact the Craftman's soul is imprisoned in onto its own altar, releasing all the other souls he captured. However, the altar where you put the other artifacts isn't the only one in the black void it's in, there are tens of thousands of them souls being revealed.released.]]

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* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station.]]

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* BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station.Station, befitting the detective theme of this game.]]



* WhamShot: [[spoiler: A two-hit combo from Chapter 4 of the second game, The Seance; at last, you unlock the cabinet and find a photo of A.S. where he isn't scratched out...and all that's left is a skeleton. And once you turn around, you see that ''he's sitting at the table behind you''.]]

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* WhamShot: WhamShot:
**
[[spoiler: A two-hit combo from Chapter 4 of the second game, The Seance; at last, you unlock the cabinet and find a photo of A.S. where he isn't scratched out...and all that's left is a skeleton. And once you turn around, you see that ''he's sitting at the table behind you''.]]
** [[spoiler: The fifth game has one: When the detective places the artifact the Craftman's soul is imprisoned in onto its own altar, releasing all the other souls he captured. However, the altar where you put the other artifacts isn't the only one in the black void it's in, there are tens of thousands of them being revealed.
]]
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* BatmanGambit: [[spoiler In ''A Dark Matter'', the detective (aka. the player character) stumbles across the Hedgewitch's hut and has to solve all the puzzles. After that's done, the Hedgewitch deliberately traps her own soul in an artefact that the Craftsman wants to collect. After placing all of the artefacts on an altar that the Craftsman presented, the Craftsman remarks in a note that it was foolish for the Hedgewitch to make use of the artefact and betrays the Detective. The Hedgewitch's soul breaks out of one of the artefacts and guides the detective to an Egyptian temple where they can trap the Craftsman and trap his soul in an artefact.]]

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* BatmanGambit: [[spoiler [[spoiler: In ''A Dark Matter'', the detective (aka. the player character) stumbles across the Hedgewitch's hut and has to solve all the puzzles. After that's done, the Hedgewitch deliberately traps her own soul in an artefact that the Craftsman wants to collect. After placing all of the artefacts on an altar that the Craftsman presented, the Craftsman remarks in a note that it was foolish for the Hedgewitch to make use of the artefact and betrays the Detective. The Hedgewitch's soul breaks out of one of the artefacts and guides the detective to an Egyptian temple where they can trap the Craftsman and trap his soul in an artefact.]]
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* BatmanGambit: [[spoiler In ''A Dark Matter'', the detective (aka. the player character) stumbles across the Hedgewitch's hut and has to solve all the puzzles. After that's done, the Hedgewitch deliberately traps her own soul in an artefact that the Craftsman wants to collect. After placing all of the artefacts on an altar that the Craftsman presented, the Craftsman remarks in a note that it was foolish for the Hedgewitch to make use of the artefact and betrays the Detective. The Hedgewitch's soul breaks out of one of the artefacts and guides the detective to an Egyptian temple where they can trap the Craftsman and trap his soul in an artefact.]]
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Up To Eleven is a defunct trope


* TheManBehindTheMan: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven in ''Three'' with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]

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* TheManBehindTheMan: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven [[spoiler:Exaggerated in ''Three'' with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_logo_b&w.jpg]][[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_two_logo.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_three_logo.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_logo_b&w.jpg]][[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_two_logo.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/the_room_three_logo.jpg]]
org/pmwiki/pub/images/the_room_mobile_cover.jpg]]
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* PsychoStrings: In the first game, this plays while the player examines the orrery in the third chapterm

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* PsychoStrings: In the first game, this plays while the player examines the orrery in the third chaptermchapter.
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* PaintingTheMedium: The UI in '' A Dark Matter'' takes on a more hand drawn aesthetic to tie in with the fact that you are playing as a detective in this game.
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* Bookends: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station.]]

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* Bookends: BookEnds: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station.]]
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* Bookends: [[spoiler: ''A Dark Matter'' begins and ends on the balcony of Bloomsbury Police Station.]]

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TRS cleanup


* AndNowForSomethingCompletelyDifferent: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way.


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* FormulaBreakingEpisode: ''Old Sins'' plays very differently from other games in the series in that, instead of using self-contained levels or rooms, you're exploring a dollhouse whose rooms are all interconnected to each other. It's not uncommon for puzzles or items from one room to impact or be useful in a completely different room, leading it to feel more like a puzzle {{Metroidvania}} of sorts. Also, the game's plot seems to be merely tangential to the rest of the series, containing some common thematic elements but otherwise not tying to the other games in any way.
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* ElementNumberFive: The plot focuses around one of these, referred to as "Null"; it's apparently a kind of base matter of reality, described as giving meaning to the other elements the way that zero gives meaning to other numbers. It tends to manifest intermittently as either a glowing green crystal or a pool of dark gray liquid; it also [[spoiler:may or may not be [[SentientPhlebotinium alive]], and the primary method of extracting it comes from trapping human souls]].
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* RubeGoldbergDevice: Many, many of these throughout the series, too many to list individually.

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* RubeGoldbergDevice: Many, many of these as puzzles throughout the series, too many to list individually.
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* RubeGoldbergDevice: Many, many of these throughout the series, too many to list individually.
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* PragmaticAdaptation: Several puzzles in the original mobile versions of the games take advantage of smartphones' multi-touch screens to have you drag or press in multiple places are once. The PC ports tweak the puzzles to no longer require this.

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* PsychoStrings: In the first game, this plays while the player examines the orrery in the third chapterm



* PsychoStrings: In the first game, this plays while the player examines the orrery in the third chapterm
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* PsychoStrings: In the first game, this plays while the player examines the orrery in the third chapterm
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* AbsurdlyShortLevel: While most chapter offer about 45 minutes of complex puzzle solving, ''The Room Two'''s chapter "The Crossing", set on a rowboat, consists of literally one puzzle (pick up a crank, insert it into the slot and turn). It can be completed in less than 45 ''seconds'', including the closing cutscene.

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* AbsurdlyShortLevel: While most chapter chapters offer about 45 minutes of complex puzzle solving, ''The Room Two'''s chapter "The Crossing", set on a rowboat, consists of literally one puzzle (pick up a crank, insert it into the slot and turn). It can be completed in less than 45 ''seconds'', including the closing cutscene.



* AffablyEvil: [[spoiler: The Craftsman in ''Three'' gives off this vibe since he's very cordial in his notes despite getting you further and further involved with the Null and what it entails. He only becomes truly evil in the "Imprisonment" ending when it is revealed that he has you trapped in a PocketDimension that he has offered up to whatever forces command the Null and the Rooms.]]
* AlchemyIsMagic: It's mentioned in the first game that the Null could be a catalyst for alchemical phenomena. The truth turns to be a lot more complicated than that.

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* AffablyEvil: [[spoiler: The Craftsman in ''Three'' gives off this vibe since he's very cordial in his notes despite getting you further and further involved with the Null and what it entails. He only becomes truly evil in the "Imprisonment" ending ending, when it is revealed that he has you trapped in a PocketDimension that he has offered up to whatever forces command the Null and the Rooms.]]
* AlchemyIsMagic: It's mentioned in the first game that the Null could be a catalyst for alchemical phenomena. The truth turns out to be a lot more complicated than that.
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* SkeletonKey: Several keys have bits that can be rotated to form different configurations. This allows a single key to open multiple locks with different keyholes.
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* {{Foreshadowing}}: Within the lighthouse in The Room 3, the player will find [[spoiler:A phial within the mouth of an 'aquanaut's' skull, who had either died on the island or at the hands of The Craftsman. This phial bears resemblance to the phylactery, an amulet which contains ones life force and has become synonymous with Liches in fantasy settings. After the phial is crushed, the player gains a golden orb which is used to 'light' the lighthouse first metaphorically, then literally..which plentifully foreshadows how The Craftsman is using the Null to harvest the lives of others to power his home and creations.]]
Tabs MOD

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* DiegeticSoundtrackUsage:
** The first game includes a puzzle where the player is taught how to play the game's theme tune on a piano.
** The third game reprises it on a music box, with a metal ballerina the player has to guide to its center. It even gets a faster remix when a second ballerina is added.



* ThemeTuneCameo:
** The first game includes a puzzle where the player is taught how to play the game's theme tune on a piano.
** The third game reprises it on a music box, with a metal ballerina the player has to guide to its center. It even gets a faster remix when a second ballerina is added.
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* BiggerBad: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven in ''Three'' with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]
-->[[spoiler:'''The Craftsman:''' Who pulls the string of the puppetmaster?]]


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* TheManBehindTheMan: Whatever the entity that created the Null and the Rooms is, it does not have your best interests at heart. [[spoiler: Taken UpToEleven in ''Three'' with the reveal that it has tasked the Craftsman with harnessing a brilliant soul and mind (i.e. you) to offer up in sacrifice for some nebulous reason.]]
-->[[spoiler:'''The Craftsman:''' Who pulls the string of the puppetmaster?]]
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* AcmeProducts: Most of the objects in the games are made by the mysterious Talisman Company. This includes safes, pocket watches, diving helmets, generators, fuses, whatever you name, the company almost certainly makes it. [[spoiler: It is implied in the third game that the Craftsman owns this company, judging by the objects in his workshop and the fact that he created the universes in the second game.]]

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* AcmeProducts: Most of the objects in the games are made by the mysterious Talisman Company. This includes safes, pocket watches, diving helmets, generators, fuses, whatever you name, the company almost certainly makes it. [[spoiler: It is implied in In the third game that game, you even get to visit the Craftsman owns this company, judging by the objects in his Craftsman's workshop and where he first founded the fact that he created the universes in the second game.]]company.

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* TarotTroubles: In ''The Séance'' one puzzle involves a custom deck of tarot cards, illustrated in a [[TheGayNineties Gay 90s]]/SteamPunk style. You have to lay them down on a table to conduct a SpookySeance. Since the cards are designed specifically for the game, [[spoiler:illustrations on the cards don't match those of a standard tarot deck, and include a card for the Null.]]

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* TarotTroubles: TarotTroubles:
**
In ''The Séance'' one puzzle involves a custom deck of tarot cards, illustrated in a [[TheGayNineties Gay 90s]]/SteamPunk style. You have to lay them down on a table to conduct a SpookySeance. Since the cards are designed specifically for the game, [[spoiler:illustrations on the cards don't match those of a standard tarot deck, and include a card for the Null.]]]]
** In the third game, each time the player activates Mystical Maggie, a Tarot card is shown depicting one of the game's four endings.
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old sins released on Steam on 2/11/2021. Check other games for PC rereleases.


The Room is a 2012 PuzzleGame by Fireproof Games, available for [=iOS=] and Android devices, and later ported to the UsefulNotes/NintendoSwitch. You enter a Room containing a large safe with an envelope on top. The envelope contains a note from "A.S." addressed to you and mentions a key, which gets you started solving a series of puzzles (many of which involve the use of [[GogglesDoSomethingUnusual an eyepiece with a strange lens]]) that get more complicated as you go further into [[MatryoshkaObject the safes contained within the safe]]. You also discover more [[ApocalypticLog notes from A.S.]] detailing his research into [[AppliedPhlebotinum a mysterious element]] called Null.

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The Room is a 2012 PuzzleGame by Fireproof Games, available for [=iOS=] and Android devices, and later ported to the UsefulNotes/{{Steam}} and UsefulNotes/NintendoSwitch. You enter a Room containing a large safe with an envelope on top. The envelope contains a note from "A.S." addressed to you and mentions a key, which gets you started solving a series of puzzles (many of which involve the use of [[GogglesDoSomethingUnusual an eyepiece with a strange lens]]) that get more complicated as you go further into [[MatryoshkaObject the safes contained within the safe]]. You also discover more [[ApocalypticLog notes from A.S.]] detailing his research into [[AppliedPhlebotinum a mysterious element]] called Null.



On March 6th, 2017, Fireproof revealed the fourth in the series, entitled ''VideoGame/TheRoomOldSins''. It was released on the 25th January 2018 on iOS. It has its own page because the game has its own storyline.

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On March 6th, 2017, Fireproof revealed the fourth in the series, entitled ''VideoGame/TheRoomOldSins''. It was released on the 25th January 2018 on iOS.iOS, and on Steam on February 11th, 2021. It has its own page because the game has its own storyline.

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