Elevator Hitch
How to Play
Quick Steps
- Use Fn + ↑/↓ to move the camera up and down.
- Search each floor carefully for clues and interactions.
- Use what you learn to open the next route.
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Surreal horror / escape room
You arrive at a 1970s office building for an interview and step into a supposedly ordinary elevator. Another employee joins you. Instead of reaching the right floor, the two of you are carried into a succession of liminal places that do not belong in the building.
Game facts are cross-checked with the developer’s official release page; the play-flow notes are based on recorded gameplay.
This is a short 2.5D horror escape-room visual novel with point-and-click and puzzle elements. Each floor changes the situation: inspect the environment, follow the dialogue, and work through clues that open the next route. A bad choice can end a run, and the return to the elevator gradually makes the loop itself part of the unease.
Progress is not only about finding the next open door. A useful object, a detail from a conversation, or an answer found on one floor can make sense somewhere else. Choices with your fellow passenger also shape what happens next. It is not a long campaign—the official estimate is around one hour to one hour and twenty minutes—but there are 15 endings to revisit without this page spelling out their routes.

A playthrough makes the puzzle structure clearer than a feature list can. The elevator stops at floors that feel like warped workplace spaces: a too-perfect office, an application form that tests what you have learned, rooms that punish a careless inspection, and places where an earlier warning finally becomes useful. The aim is not to clear floors in numerical order. You build a route by noticing which floor offers information, which one supplies an object, and where that object belongs next.
The dialogue is part of that route. Your fellow passenger is sometimes a source of help, sometimes an obstacle, and sometimes a reason to question what the elevator is doing to both of you. Later scenes bring the failed interview back into focus, turning ordinary questions about competence, reliability, and being replaceable into part of the horror. That is why the game’s resets matter: an unsuccessful run can reveal a rule, a consequence, or a different way to approach the next conversation rather than simply ending the experience.
| Creators | racheldrawsthis, Rix, STUDIO INVESTIGRAVE |
|---|---|
| Genre | 2.5D surreal horror / escape-room visual novel |
| Play time | About 1 hour to 1 hour 20 minutes |
| Endings | 15 |
| Presentation | 60+ CGs, 10+ backgrounds, original soundtrack |
| Original platforms | Windows and macOS |
Use point-and-click exploration to inspect objects and spaces, then progress through dialogue and puzzle sequences. The official release also lists 3D map viewing.
The official release lists 15 endings, with different dialogue choices and interactions affecting what you see during a run.
Yes. The developer warns of graphic gore, blood, violence, disturbing imagery and audio, flashing or shaking images, eyestrain, and briefly implied family abuse.
No. The official page says the game does not have manual saving.