Corridor

Action ∙ Shooter
4.5
31 ratings 25 reviews
release date
2024
November 27
game modes
• Singleplayer
player modes
• Standing • Sitting
compatibility
• Quest 2/Pro • Quest 3/3S
storage 1.7 GB
Store Page
$6.99 ended Jun 20
$14.99

"Corridor" is a VR experience that pushes you to your limits with demanding trials and unforgiving scenarios. Designed for players who crave challenge, it offers escalating difficulty that tests precision, strategy, and focus in every moment.

Time Warp - double tap or swing against the device to slow down time Sprint - double tap or swing against the device to run faster Takedown - push enemies to knock them down Bullet Handling - load and unload bullets into magazines Upgrades - upgrade your avatar, unlock new skills, and level them up

comfort Moderate
age rating13+ Teen
websitemefis.com
developerMefis Studio
publisherMefis Studio
connectionInternet not required
app version1.3.16
languagesEnglish

Reviews 25

Teldridge14 days ago
2

Very impressive game

Definitely a hidden gem. Responsive, accurate and satisfying gunplay, innovative inventory system with two slots on each forearm, and great level design that increases in difficulty as you progress. There is a learning curve, but practice does pay off in this game.

Although this isn't a horror game, sneaking around the often dark and claustrophobic hallways can really get your heart rate up. When aggressive enemies spot you and start running at you, the fear-factor and adrenaline can really ramp up, which is awesome. In these moments, the Slow-mo ability is a life-saver, providing precious extra seconds to make sure your dwindling bullets find an enemy's skull.

The skill upgrade system works really well, and upgrading your abilities like Sprint and Slow-mo feels like a fair reward after slogging through the challenging levels and finding currency hidden throughout the environments. When you eventually max out your stats and ablilities, you do feel a lot more powerful and prepared when going back into the levels, but you're definitely not invincible. Over-confidence and complacency can be devastating, and if you're not focusing, the game's enemies can really catch you off-guard.

Corridor is somewhat held back by only having 2 guns - a pistol and an SMG. A one-handed sawn-off shotgun or maybe a single-shot pistol with a red dot sight or scope could really add some extra value to the experience. However, considering that this is (I believe) a single-developer game, the two available guns are more than precise and powerful enough to get the job done.

The mechanic for grabbing items from a distance can feel a little tricky at first and takes a bit of practice, but it does eventually become second-nature.

It's worth mentioning that the video trailer for this game is not representative of the actual gameplay, at least in my experience - you're not going to be sprinting around, spraying endless bullets and switching between guns all the time. Instead, you're far more likely to be moving tactically through corridors, peeking around corners, conserving ammo and picking your shots carefully. Accuracy matters in this game. If you keep missing your shots, you WILL run out of ammo, and at that point... you're kinda screwed. I saw one reviewer mention that there "isn't enough ammo", but this just isn't true - as long as you're shooting accurately, searching carefully for magazines and bullets, and managing your inventory effectively, there's enough ammo to survive and complete each level. When you're down to your last couple of bullets, searching around and finding a full magazine can be a massive relief! Even finding 2 or 3 bullets on a shelf can mean the difference between failure and success, which can make encounters with enemies feel high-stakes and intense.

I know there are other games that "make you feel like John Wick", but when you start getting good at Corridor, consistently hitting those headshots, reloading smoothly and staying aware of exactly how many bullets you have left, the game really finds its stride and becomes ridiculously fun.

Potential improvements:
A) It would be great if enemies would occasionally crouch, duck and sidestep to evade bullets, or sometimes find cover and lean around corners rather than always charging around them - after playing for a while the enemy behavior becomes very predictable (enemies either stay fixed on the spot and snipe at you from a distance, or they charge towards you). A few extra animations would really alleviate this and add another layer of challenge. Even having variation in enemy heights would help, as you'd have to adjust your aim for each enemy to get headshots, rather than consistently aiming at the same height when enemies run around corners towards you. Having a few taller opponents could also increase their intimidation factor.

B) Triggering the Sprint and Slow-mo abilities using buttons on the back of your in-game hands can be fiddly and awkward. Having a button activation (e.g. Y/B/left stick button/right stick button) for the Sprint and Slow-mo abilities would make them quicker and more intuitive to use when the bullets start flying.

C) New Game Plus mode, where you could replay each level with a lot more ammo available (possibly starting with 2 pistols, or 2 SMGs, for dual wielding), lots more enemies, and random enemy spawn locations each time you load into a level, rather than fixed placement of enemies. This would be an awesome reward for completing Corridor, and would hugely increase the replay value.

Having played each of the 12 levels a few times, Corridor has become a great go-to game for when I have 20 minutes to kill, and want a quick challenge or to brush-up on my reflexes and aiming. Playing Corridor has improved my pistol aim in other games, just due to Corridor's necessity to make every bullet count!

I highly recommend this game, it's obviously not made on a big budget by a huge development team, and there's so much potential in this game that could be brought out with a few tweaks and updates, but it still succeeds in providing a really solid and polished experience for fans of shooters and those seeking a challenge. Well worth the £12 price tag, but if it's on sale, definitely don't hesitate.

12 days ago

Thank you for this absolutely incredible and insightful review. It is genuinely moving. Your time and effort in writing something so thoughtful, detailed, and passionate are deeply appreciated.

Reading your words was truly inspiring. This is not only because of the careful description of your experience with the game, but also because so many of the highlighted aspects are the exact ones that received the most focus during development. Seeing those efforts resonate so strongly with a player is deeply rewarding.

Your description of the gameplay experience is spot on. The tension, adrenaline, and tactical movement articulated the exact feeling the game aimed to evoke. While not a horror game, creating those heart-pounding moments when enemies charge and you’re fumbling for your last few bullets is a core part of the design. The Slow-mo ability is indeed a lifesaver, and it’s rewarding to hear that the upgrade system feels fair and empowering without making you feel invincible. That balance was a key goal.
It’s also great that you touched on the difference between the trailer and the actual gameplay. You've nailed it - this is a game about tactical precision, not running-and-gunning. It’s a challenge of conservation and accuracy, and the relief of finding a single magazine when running on empty is a central part of the experience. Thank you for highlighting that so clearly. Hearing that the game "finds its stride and becomes ridiculously fun" when you get good at it is everything a developer could hope for a player to discover.

I also want to thank you for your incredibly constructive feedback. Your potential improvements are not just valid; they are brilliant and align perfectly with where I'd love to take the game.

Thank you again for this phenomenal, comprehensive, and insightful review. It's not just feedback; it's a huge source of motivation and inspiration. Knowing that playing Corridor has even improved your aim in other games is perhaps the coolest compliment possible! Thanks for being a part of this journey.

PowPow17 days ago

Suprisingly cool

Original review 6/15/25
What’s with the super slow walking speed? It makes it a pain in the butt to explore the levels in any way… I’ll rate this 5 stars as soon as that’s fixed or an option is added to add sprint. It’s a shame cuz the gunplay is actually incredibly satisfying. Some of the best I’ve experienced in vr. The pistol sound/recoil is GREAT.
One minor complaint… it’s tough to pick up certain items… like when there’s 5-6 bullets laying around + a mag or 2, it’s difficult to highlight the exact item I want. Many times I’m aiming to pick a bullet up but it highlights the clip instead…

I realize there’s an upgrade for increased walking speed… Ive upgraded 3 times already and it’s still pretty dang slow. I’m hoping once that ability is maxed out it’ll be a decent speed. If so, I’ll update my rating to 5 stars.

UPDATE 6/19/25
As promised, I’ve changed this to 5 stars. The slow movement was my only big gripe. Thanks for the quick update

15 days ago

Thanks so much for updating your review and for the honest feedback! We’re really glad the movement speed fix hit the mark - it was a great suggestion, and we appreciate you sticking with it.

Awesome to hear you’re enjoying the gunplay, especially the pistol feel and recoil. That’s exactly the kind of experience we aimed to deliver.

We’re actively working on improving item interactions, especially when multiple objects are close together. Thanks again for the support and for helping make the game better!

Joshua Clayton Dawson18 days ago
2

A challenge

In this game you run 12 different corridors, that unlock in 4 different chunks. You unlock 2 abilities and a bunch of stat boost from picking up items. There are 3 enemy types, 2 aggressive types and one sharpshooter that never moves, ever. Every time you enter a corridor its exactly the same, bullets are in the same spot, and enemies start it the same spot. There are 2 weapons the entire game. You get to know your weapons really well by the end of the game. It’s really challenging but I felt the need to try and beat it. You really have to conserve ammo which means getting mostly headshots on most the levels. As some of the levels are really cool looking, even though nothing really makes sense. Why am i a robot fighting these soldiers? Not sure. Why am i fighting though these abandoned building? who knows. It was fun though.

17 days ago

Thank you so much for this honest review. It really captures the core of the experience we aimed to build. The challenge and repetition were designed to test mastery, so it’s incredibly rewarding to hear that it drove you to keep going. I'm glad the ammo conservation and headshot-focused combat stood out. Those elements were carefully tuned to push precision and planning.

As for the narrative oddities, fair point! There's definitely a surreal layer to it all. Thanks again for taking the time to write this. Your feedback means a lot and helps the game evolve.

PowPow19 days ago
2

Love it except…

What’s with the super slow walking speed? It makes it a pain in the butt to explore the levels in any way… I’ll rate this 5 stars as soon as that’s fixed or an option is added to add sprint. It’s a shame cuz the gunplay is actually incredibly satisfying. Some of the best I’ve experienced in vr. The pistol sound/recoil is GREAT.
One minor complaint… it’s tough to pick up certain items… like when there’s 5-6 bullets laying around + a mag or 2, it’s difficult to highlight the exact item I want. Many times I’m aiming to pick a bullet up but it highlights the clip instead…

I realize there’s an upgrade for increased walking speed… Ive upgraded 3 times already and it’s still pretty dang slow. I’m hoping once that ability is maxed out it’ll be a decent speed. If so, I’ll update my rating to 5 stars.

Mr.Sparkle21 days ago
1

Not sure if I should enjoy?

As someone who has beat zero caliber 1 and 2 multiple times each, I can't help but compare it some. I've barely played the 1st realm before getting kinda miffed on how little I can do. The "training" doesn't feel complete and it took me longer than I wanted to even start playing because you can't run? And the entryway is in the "vault" apparently while the sign just says "enter through the wide doors." Like I recall someone else saying, maybe storing the guns somewhere else would be better than the arms. I also ran out of ammo and yet couldn't seem to melee kill anyone? I kept punching repeatedly and he would go down and get back up (the black robot guy). I imagine you run out of bullets a lot so hand-to-hand combat will be necessary it seems like. After the guy wouldn't die and shot me to death, I just kind of got annoyed and exited the app. Am missing something I should know to improve my experience?

19 days ago

Thanks so much for taking the time to share your impressions. Your feedback struck a chord. Especially the part about the enemy not dying after repeated melee hits.

Since your session, Corridor has been updated: enemies now take real damage when knocked down and will die if hit again. It makes close-quarters combat far more satisfying and viable when ammo runs low. We genuinely hope you give it another go. It sounds like you were just on the verge of discovering what makes the game click.

While Zero Caliber and Corridor might seem similar on the surface, they approach gameplay quite differently. Corridor is built around tight, tactical challenges with limited resources and no hand-holding. Every ability and shortcut is something you unlock or earn. Sprinting, movement boosts, even combat-enhancing upgrades all unfold as part of your progression.

We know it's not for everyone at first glance, but those who lean into its systems often find a uniquely rewarding experience. If you give it another shot, we’d love to hear how it feels now.

Jacksin34 days ago
1

Not interesting.

It’s a game with too many enemies and not enough ammo. The dev says it’s by design but bad design is what all bad games share. I’ve played enough to know them when I see them.

34 days ago

Thanks for the feedback. Game balance is something we continuously evaluate based on the broader player base. Sounds like you might be on an older version - try updating and giving it another shot.

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