Key art for THRESHOLD

Game review

THRESHOLD

6 / 10

Developer
Julien Eveillé
Publisher
CRITICAL REFLEX
Released
19 November 2024
Platforms
Windows
Genre
Atmospheric psychological horror
Monetisation
One-time purchase, no DLC or microtransactions
Players
Single-player only

The short version

THRESHOLD puts players in the shoes of a lone worker at a remote mountain train station, rationing breathable air while tending to strange cargo and uncovering a mystery. This review's sample confirms the oppressive atmosphere and sound design land as genuinely effective for many players, but this is a sharply divided game: a substantial negative-review contingent describes a story that ends just as it starts to develop, and a large, specific set of reviewers report softlocks and a punishing lack of manual saves that cost them significant progress, sometimes an entire run.

Biggest strengths

  • The sound design earns widespread, specific praise, with reviewers repeatedly describing crunching glass air canisters, breathy whistles, and an overall oppressive audio atmosphere as central to the game's effectiveness
  • The core "ration your breath while working" mechanic is described by multiple reviewers as genuinely novel and immersive, at least for the game's first hour or so
  • The retro PS1-style visual presentation earns consistent praise for reinforcing the game's unsettling, isolated mood

Biggest weaknesses

  • A large, specific, and repeated negative-review theme describes the story as underdeveloped, with multiple reviewers independently reporting that the narrative ends just as it begins to feel like it's building toward something substantial
  • Several reviewers report the moment-to-moment gameplay becomes repetitive and tedious well before the roughly ninety-minute main runtime concludes, with the repetition read by some as a deliberate thematic choice and by others as simply padding
  • A large, specific, and repeated technical complaint describes softlocks and a lack of reliable saving, with multiple reviewers independently reporting they lost significant progress — in one case over an hour of unsaved play — to bugs that forced a full restart

Who it's for: Fans of short, atmosphere-first horror experiences like Mouthwashing looking for a tense, tightly focused couple of hours; not a fit for players wanting a fully developed narrative payoff or who are unwilling to risk losing an hour or more of progress to a bug.

Our recommendation: Worth a low-cost purchase for fans of atmospheric, message-driven horror specifically, but save often when the option exists and go in with expectations calibrated toward mood over narrative resolution.

6 / 10

THRESHOLD sends players to work a lonely shift at a remote mountain train station, biting into glass air canisters to keep breathing while cargo of unknown origin passes through on its way to places unknown. This review's sample confirms the resulting mood is genuinely effective for a large majority of players — and identifies two large, specific, and repeated complaints standing between the game and a fully satisfying experience for a meaningful minority.

An atmosphere reviewers consistently praise

Reviewers converge tightly on the same strengths regardless of overall verdict. "This game has an excellent presentation. The visuals and atmosphere create an immersive and unsettling experience. The world is bizarre, the mechanics are strange and intriguing," one reviewer writes. Another gets specific about the audio: "there's something very compelling about how dire this game is, and a lot of that is purely the audio design of the whole thing... 'welcome to the most boring and stressful maintenance job in the country.'" That level of consistent, specific praise for mood and sound suggests real craft in the game's core presentation, even among reviewers who go on to raise serious complaints elsewhere.

A story that many feel ends too soon

The single most repeated criticism in this review's negative sample concerns narrative payoff. "By the time I felt it was getting started and would go somewhere interesting the game just ends," one reviewer writes, while another independently confirms the same shape of disappointment: "Very interesting setup and atmosphere, but barely anything happens before the game ends and the ending seems a little random/disconnected from a lot of what's hinted at." A third reviewer frames the tension directly: "So much of this game is excellent. The vibe and the gameplay loop that pushes the story is clever and engaging. But it really feels unfinished. It feels like it needs another act or two to pull it all together." Notably, several positive reviewers accept this same brevity as an honest, deliberate choice rather than a flaw — one specifically praises the game for being "honest about what it is" — suggesting this split tracks expectations as much as objective quality.

A large, specific bug and save-system complaint

Beyond narrative disagreement, this review's sample raises a serious, repeated technical concern. "I played my first hour without an auto-save. There is no manual save function. There is even a brief warning about limited checkpoints when you begin the game. Though I couldn't have imagined it meant an hour without a save point," one reviewer reports. Another describes a specific softlock in detail: right after a checkpoint, the game "required to blow the whistle 3 times in a row, which is impossible on a single breath," leaving no way to progress and forcing a full restart. A third reviewer sums up a broader pattern: "TONS OF FRUSTRATING, GAME BREAKING BUGS!" These are specific, mechanically detailed reports rather than vague technical complaints, and they recur often enough across independent reviewers to represent a genuine reliability concern rather than isolated bad luck.

An unconfirmed suspicion about release timing

At least one detailed, frustrated reviewer speculates about the game's development circumstances: "I get the feeling they released it prematurely to piggy-back off of Mouthwashing's popularity, without letting anyone test the game beforehand." This review's sample found no evidence supporting or refuting that specific claim about the developer's intentions, and it's reported here only as one reviewer's interpretation rather than a confirmed fact — though the underlying observation about bugs at launch is corroborated by multiple other reviewers' independent bug reports.

What the update record shows

Steam's own partner-events feed confirms the developer responded to launch issues with real urgency: 13 numbered hotfixes were released in the roughly three months following the November 2024 launch, a genuinely dense bug-fixing cadence for a small indie title. That directly refutes any suggestion of neglect, though this review could not confirm from patch titles alone whether the specific checkpoint softlocks described by reviewers were among the issues resolved, so buyers who experienced them in early reviews should check current reports before assuming they're fixed.

A message some found earned, others didn't

Several reviewers specifically address the game's underlying thematic message, and their reactions split along a similar line to the story-length debate. One reviewer who spent fifteen years vegan writes candidly: "if this was going to resonate with anyone it should have been me... everything just kind of felt like... nothing? too many unanswered questions, poor world building." Another reviewer accepts the same reveal differently, framing the entire experience as an honest, if blunt, statement about labour and complicity that stayed with them for days. That split suggests the game's central message lands differently depending on how much narrative connective tissue a given player needs to feel a heavy theme has been earned, rather than the theme itself being poorly chosen.

Achievement data and completion expectations

The achievement spread — from 91.3% for an early milestone down to 8.8% for the rarest — is consistent with reviewer accounts describing an easy single ending but a genuinely demanding ask for full completion. Several reviewers who pursued every ending report needing three to five separate playthroughs, which, combined with the repetition complaints raised elsewhere in this review, likely explains why full completionists appear meaningfully rarer than players satisfied with a single run.

Final verdict

THRESHOLD succeeds at building a genuinely oppressive, well-sounded atmosphere that a large majority of this review's sample responds to strongly, and its short runtime and low price make it an easy, low-risk pickup for fans of mood-first horror. But a substantial negative-review contingent finds the story ends before it develops, and a specific, repeated set of softlock and save-system bugs represents a real, documented risk to anyone's playthrough. Fans of atmospheric horror in the Mouthwashing mold should try it with expectations set accordingly, and should save at every opportunity the game allows.

Pros and cons

Pros

  • The sound design earns widespread, specific praise, with reviewers repeatedly describing crunching glass air canisters, breathy whistles, and an overall oppressive audio atmosphere as central to the game's effectiveness
  • The core "ration your breath while working" mechanic is described by multiple reviewers as genuinely novel and immersive, at least for the game's first hour or so
  • The retro PS1-style visual presentation earns consistent praise for reinforcing the game's unsettling, isolated mood
  • Several reviewers describe genuine, lasting engagement with the game's central message about labour and complicity, saying it stayed with them for days after finishing
  • At a low price point and short runtime, several reviewers frame the game as a worthwhile, low-risk experience specifically for players seeking a tight, focused mood piece rather than a lengthy commitment

Cons

  • A large, specific, and repeated negative-review theme describes the story as underdeveloped, with multiple reviewers independently reporting that the narrative ends just as it begins to feel like it's building toward something substantial
  • Several reviewers report the moment-to-moment gameplay becomes repetitive and tedious well before the roughly ninety-minute main runtime concludes, with the repetition read by some as a deliberate thematic choice and by others as simply padding
  • A large, specific, and repeated technical complaint describes softlocks and a lack of reliable saving, with multiple reviewers independently reporting they lost significant progress — in one case over an hour of unsaved play — to bugs that forced a full restart
  • At least one detailed reviewer raises an unsourced, unconfirmed suspicion that the game was rushed to market to capitalize on the popularity of a similar, better-received horror title; this review's sample found no evidence supporting or refuting that specific claim beyond the reviewer's own account
  • Reviewers who pursued multiple endings report needing three to five full replays to see everything the game offers, a demanding ask given how repetitive several reviewers found even a single playthrough

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5 / 10
  • Sound 7.5 / 10
  • Performance 4 / 10
  • Value 5.5 / 10
  • Replayability 4.5 / 10
  • Story 6 / 10