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How To Go To Another World

You stepped into another world in a moment of impulse. Now, you have to find a way out.

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Search Google: Who developed How To Go To Another World?Developer scaleThe operating scale of the game's developer.
Search Google: Who published How To Go To Another World?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is How To Go To Another World self-published or published by mustoni?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is How To Go To Another World and mustoni funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for How To Go To Another World and mustoni?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of How To Go To Another World?Release statusWhether and how the game has been released.

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About the Game


The protagonist feels they can no longer endure life in this world.
In a hotel-like room, they pick up a note they had prepared in advance —
a note describing a method to go to another world.
Following the instructions, they press the buttons, close the doors, and repeat.
It seems as if nothing is happening — until the elevator suddenly falls.

When they open their eyes, they find themselves in an unfamiliar place.
A narrow hallway stretches ahead, its walls stained, the air heavy and still.
While exploring, the protagonist discovers a videotape.
It contains no footage — only a short written message.
The message is a record left by someone who, like the protagonist, has arrived here.

Where is this place?
Who left the message?
And is there a way out?

This game is a first-person horror experience with gun-based combat and strong visual horror elements.
It draws inspiration from classic psychological horror games where fear comes not from sudden noise,
but from the weight of silence, the shape of what shouldn’t exist, and the realization that you are being watched.

The player explores decaying corridors, empty rooms, and structures that shift without logic.
Enemies are few, but violent and disturbing.
Each encounter carries risk, and each bullet matters.
Fragments of messages, tapes, and objects reveal pieces of a story that is never told directly.

This is a game about isolation, violence, and what remains when reason collapses.