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The Exit 8

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2023 video game

This article is about the video game. For the 2025 film adaptation, seeExit 8 (film).
2023 video game
The Exit 8
refer to caption
Logo
DeveloperKotake Create[a]
PublishersKotake Create[b]
Playism
MyDearest Inc. (VR version)
EngineUnreal Engine 5[1]
Platforms
Release
The Exit 8
29 November 2023
    • Microsoft Windows
    • 29 November 2023
    • Nintendo Switch
    • 17 April 2024
    • PS4,PS5
    • 8 August 2024
    • Xbox Series X/S
    • 9 January 2025
    • iOS
    • 28 March 2025
    • Android
    • 31 March 2025
    • Nintendo Switch 2
    • 29 August 2025
The Exit 8 VR
11 July 2024
    • Meta Quest
    • 11 July 2024
    • Microsoft Windows
    • 19 September 2024
GenresAdventure game,Walking sim
ModeSingle-player

The Exit 8[c], sometimes shortened toExit 8, is a 2023adventure game developed and published by Kotake Create (stylised inall caps), also known as Kotakenotokeke. Billed as awalking simulator, the game revolves around the player walking through a Japanesemetro station passageway, trying to spot inaccuracies, referred to as anomalies, in the layout of the passageway to reach the exit of the station. The game was initially released onSteam on 29 November 2023 and was subsequently ported toNintendo Switch,PlayStation 4 andPlayStation 5 in 2024, and onXbox Series X/S,iOS,Android andNintendo Switch 2 in 2025 under the Japanese indie publisherPlayism. Avirtual reality version co-developed and published by MyDearest Inc., dubbedThe Exit 8 VR, released on 11 July 2024 for theMeta Quest 2,Pro and3 and later made available on Steam and theQuest 3S.

The Exit 8 took nine months to develop and was designed to be made in a short amount of time and on a low budget, as Kotake felt another game he was making at the time had too long of a development cycle. The game was inspired by the "surreal" atmosphere of underground passageways and the concept ofliminal spaces; the Finnish horror game seriesI'm on Observation Duty also served a key part in the creation of the game, as it inspired the game's anomaly mechanic. The setting was modelled after several Japanese metro stations, including a station inOsaka and theKiyosumi-shirakawa Station inKōtō, Tokyo.

The Exit 8 received positive reviews, with many critics praising the game for its psychological horror and realistic environment, although critiqued the game for its short length and lack of replayability. The VR version received similarly positive reception. The game was nominated for many awards, winning at both theJapan Game Awards and theCEDEC Awards. Additionally, the game has received over 2 million downloads. In the wake of the game's release, various games released that took heavy inspiration fromExit 8 and were subsequently dubbed "Exit 8-likes". A successor to the game calledPlatform 8 was released on 31 May 2024.[d] Alive-action film adaptation of the game was released on 29 August 2025.

Gameplay

[edit]
The passageway the game is set in with no anomaly (left). The passageway with an anomaly—the walls, floor and ceiling are plastered with "No Smoking" signs (right)

The Exit 8 is afirst-personthree-dimensional (3D)walking simulator type game with elements ofpuzzle andpsychological horror. Inspired by the concept ofliminal spaces such asthe Backrooms, the game is set in a passageway of the Japanese metro.[3] At the start of the game, the rules are displayed on a sign on the wall next to the player, with the player starting at Exit 0.[4] Every time the player exits the passageway, the passageway seems to repeat seemingly forever with even a passer-by appearing to be caught in the loop.[5] The core gameplay ofThe Exit 8 is similar to games likespot the difference, where the player must look out for and identify anomalies in the room's layout.[6] If there are no anomalies, the player should proceed down the corridor; whereas if there is an anomaly, the player should turn around and walk the way they came in order to progress to the next exit.[7] The player needs to be correct eight times in a row to reach the final exit, Exit 8, to leave the station.[8] Should the player be incorrect with the assessment of a given room layout, their progress will reset back to Exit 0.[4]

Anomalies in the game can range from subtle differences such as different messages on signs, repeating poster designs, proportion differences with the passer-by or power outages.[9] Certain anomalies can actually reset the player's progress should they not turn back quick enough such as a flood of red water or a mancamouflaged as the wall tiles that will chase after the player if they get too close.[10] Some anomalies are exclusive to different versions of the game such as the VR version.[11] Upon the release of the Nintendo Switch 2 version, a new anomaly was added to pay homage to the film adaptation;[12] the anomaly was also added to the PC and Nintendo Switch versions the same day via an update.[13]

Development and release

[edit]

Development

[edit]
A ticket gate at Kiyosumi-shirakawa Station
A picture ofKiyosumi-shirakawa Station, a location many players have compared to the passageway in the game.[14]
An underground passageway within Nogizaka Station
A picture of an underground passageway withinNogizaka Station, another station used as a comparison.[15]

The Exit 8 was developed by Japanese indie developer Kotake Create, also known as Kotakenotokeke,[16] who developed the game inUnreal Engine 5. He previously worked for 4 years as a3D Artist at a Japanese game developer before leaving the company to work on a games as a solo developer. Whilst holding a session at Indie Developers Conference 2024, Kotake laid out three reasons as to why he developedThe Exit 8; wanting to release a game on Steam,[17] wanting to make a game in a shorter time span as another game he was working on calledStrange Shadows was taking a long time, and wanting to make a game that would sell in order to finance living expenses and development.[18] Elsewhere, he also expressed that he had a desire to make games set in underground passageways.[19] In an interview with Japanese websiteGame Makers, Kotake stated that the game took over nine months to develop, split between six months of planning and prototyping and three months of final development.[6][20] In the initial concept for the game, the player would have been able to board asubway train. However, due to development restraints, the concept was dropped to just the corridor setting; the train aspects were later reused as the setting forThe Exit 8's sequel.[19] Kotake stated that he liked the surreal atmosphere of confined spaces such as underground passageways,[19] which inspired him to create a game based on loops. Another influence for the looping mechanic during development was the 2021adventure gameTwelve Minutes, which featured a mechanic where the events of the game would loop after twelve minutes.[16] In light of being asked why he chose the number 8 for the game's title, Kotake responded in atweet that he chose the number casually and just felt that number was just right, though he also stated that he associated 8 with the concept ofinfinity which linked to the idea ofloops.[21] Kotake outlined that the looping mechanic became a difficult part of the development cycle, but it was resolved by creating two passageways with the same structure that would become connected when the player's route actives a trigger that moves the passageways together.[18]

The main inspiration forThe Exit 8 came fromI'm on Observation Duty, a 2018 horror game created by Finnish developer Notovia based on surveillance cameras and finding anomalies,[22] which made him realise that spot the difference could integrate well with horror themes.[16] A core reason Kotake chose to use this game as a reference was to align with the goal with making a profitable game in a short time, mentioning that the genre had untap market potential and could be created in a short time,[17] adding that ""spot the difference game with a horror feel" seemed like fun to make."[18] Additionally the mechanic of security camera footage reminded him of a looping video, another influence for the looping mechanic.[20] However, to differentiateExit 8 withObservation Duty, Kotake created the game with afirst-person perspective and implemented a mechanic for the player to point out anomalies. During the testing for the game, Kotake was a part of anincubation program for indie developers named iGi (indie Game incubator) run byMarvelous,[18] in which he asked other developers to playtest a prototype for the game during a program-run showcase event.[19] The prototype originally had the player run back to the sign at the beginning of the passageway and then make aU-turn to continue forward when spotting an anomaly. However, due to feedback from friends and iGi testers, the mechanic was changed so the new passageway would load when just turning back to the beginning.[18]

Another way Kotake tried to differentiate the game was by changing the setting from a room to a corridor,[18] specifically inside underground passages and subways. One of the more difficult aspects of developing the game was creating the visuals of the passageway.[17] Kotake devised a workflow of using photos taken by him to create 3D models as well as using assets from a variety of websites such as theMetaHuman Creator,Pixabay and theUE Marketplace, making a policy during development to use store assets where possible.[18] Following questions made byBuzzFeed Japan andGame Makers, Kotake mentioned that the hallway the game is set in was modelled after a real location, although declined to name the station in question to avoid causing the station trouble.[20] Speaking further, he mentioned that anart installation inKiyosumi-shirakawa Station directly inspired one of the anomalies in the game.[23] The art installation in-question are diagonal ceiling lights randomly scattered across the ceiling of a hallway which is meant to "resemble the hustle and bustle going on above the ground".[24][25] In August 2025, Kotake revealed the game was originally modelled after a station inOsaka, of which the station's passageway was one he previously travelled through daily to get to school.[26]

When making the anomalies for the game, Kotake stated he wanted to keep the anomalies at "borderline horror" and "unsettling", citing anomaly inspiration stemming from works such asP.T. andThe Shining.[20] During development of the game, early concepts on how to deal with the anomalies included taking pictures of the anomalies using a camera or shooting the anomalies with a gun, which Kotake believed didn't match the game's setting. Additionally, due to wanting to keep the development of the game short and low budget, he opted instead to incorporate the "proceed or turn back" mechanic.[6] During development, the "red water" anomaly caused some difficulties to implement. To resolve the issue, Kotake created astatic mesh that would follow the structure of the pathway and used ashader to gradually reveal the mesh to create the illusion that the water was flowing.[18] When asked about how the game was developed with simplicity in mind, Kotake mentioned that it was likely a build-up of his feelings and experiences from his 7-8 years as an indie developer, although stated he was conscious of games he likes such asInside, noting its lack oftutorial.[19]

Release

[edit]

To promote the game, Kotake created an X account in response to receiving "a flood of emails" requesting a SteamCD key.[18] The game was first announced on 3 November 2023 with a trailer posted on the X account, with the release planned for later that month in both Japanese and English.[1] According to Kotake, the announcement tweet had been retweeted 24,000 times; a significant increase from previous tweets, which he credited to good timing within the day as well as good use of key words within the trailer. The trailer, which Kotake designed to be eerie such as by excluding text and logos, was created with guidance from a video and an article onnote.com. Following the trailer, the game went from a Steam wishlist count of 5,600 to under 40,000. Initially, the game was planned to release on 30 November 2023, however, he completed development of the game ahead of schedule and decided to bump the release to the day prior.[18]

The Exit 8 would release worldwide onSteam on 29 November 2023.[27] A few days after release, Kotake Create would release a patch for the game to fix an exploit that allowed the player toglitch to the end of the game in under one minute.[28] The debugging phase was met with some difficulties as it was found to be hard to determine whether any complaints that mentioned the passageway resetting despite no anomalies detected were true or just the player overlooking an anomaly.[18] During the Japanese broadcast of aNintendoIndie World presentation on 17 April 2024, the game was announced for theNintendo Switch and subsequently released worldwide the same day.[29][30] This version of the game was published by Japanese publishing companyPlayism.[31] Playism would later announce and release versions of the game forPlayStation 4 andPlayStation 5 on 8 August 2024.[32][33] According to Kotake, outsourcing the development of the game was difficult as it took time to explain and gain an understanding on what development areas needed to be adjusted.[18]

In August 2024, a physical bundle containing bothThe Exit 8 and its sequel,Platform 8, was announced to be releasing on 28 November 2024.[34] In January 2025, Playism announced and released the game forXbox Series X/S.[35][36] On 28 March 2025, Playism announced the versions of the game forAndroid andiOS devices,[37] with iOS releasing same day and Android later releasing on 31 March.[38][39] A version forNintendo Switch 2 was released on 29 August 2025.[40] This version, dubbed "The Exit 8 Nintendo Switch 2 Edition", could also be upgraded from the original Switch version via anupgrade pack. This version featured improved resolution and frame rate, as well as a new anomaly in commemoration of the release of the film adaptation. The anomaly was also added to the PC and Switch versions on the same day, with plans for it to be added to other platforms at a later date.[13]

refer to caption
The logo forThe Exit 8 VR

In early June 2024, Japanesevirtual reality developer and publisher MyDearest Inc. announced a VR version of the game, calledThe Exit 8 VR, for theMeta Quest line of headsets. Following the announcement, a demo for the game was on display at theMiyashita Park shopping complex for the "Yojohan Miyashita Park by Meta Quest 3" VR/MR demo event that lasted from 7 June to 7 July that year.[41] The game released on 11 July 2024 for theMeta Quest 2,Pro and3.[42][43] To commemorate the launch of the VR version, a world inspired by the game was launched for the onlinevirtual world platformVRChat.[44] Released in late-September 2024, the world acted as a demo for the main game and allowed players to obtainavatars based on anomalies.[45] A second world, released the following month, allowed players to take photos in the world, such as with the NPC passer-by.[46] In September 2024, MyDearest released this version onto Steam with support forSteamVR.[47] The game was later made compatible for theMeta Quest 3S.[48]

Successor

[edit]
refer to caption
The logo forPlatform 8

In an interview with Japanese websiteGame*Spark following the release ofThe Exit 8, Kotake mentioned the possibility of creating a sequel to the game, stating that he would rather make a new game instead of updating the original with new anomalies.[16][49] In a subsequent interview withGame Makers, Kotake Create mentioned that he was considering soliciting real-world advertisements as opposed to the fictional advertisements seen inExit 8 to "reduce the operating costs".[20] This would later be added upon in late-February 2024, where the developer sent an announcement on theirTwitter account that he would be accepting submissions for these guest advertisements to appear in a sequel toThe Exit 8.[50] These advertisment spots would later be filled in by brands such as "ZONe Energy".[22] In the following month, Kotake launched aSteam page for the sequel under the namePlatform 8, with a release window of between "the end of April or beginning of May".[51] Unlike its predecessor,Platform 8 is set on a train that never ends, where the player must spot anomalies to escape the train.[d] The game released on Steam worldwide on 31 May 2024.[52][53] A Nintendo Switch port was announced in August 2024 for 28 November later the same year.[34]

Following the release ofPlatform 8, Kotake Create stated that he did not want to make any more sequels in this series, feeling that he was satisfied with the games and wanted to continue working onStrange Shadows, the horror adventure game which Kotake paused development on to instead developThe Exit 8, planned for 2025.[54]

Reception

[edit]

Critical reception

[edit]
Reception
Aggregate score
AggregatorScore
OpenCritic67/100
56% recommend[e][55]
Review scores
PublicationScore
Nintendo LifeNS2: 7/10[12]
SiliconeraNS: 7/10[56]
VR: 8/10[57]
The EscapistVR: Recommended[58]

Original version

[edit]

According toreview aggregator websiteOpenCritic,The Exit 8 received an average score of 67/100 based on 9 reviews, and 56% of critics recommended the game.[55]

Many critics praisedThe Exit 8 for its use of psychological horror in both the game's setting and how it could affect the player. Jordan Helm fromHardcore Gamer commented on how the game utilised discomfort to create uncertainty and distrust in what the player may be witnessing. Describing this as the game's "greatest stride", Helm wrote about how the game made binary decision-making stressful due to one wrong decision causing a reset of the player's entire progress, which would causeparanoia and distrust to seep into the player's judgement.[8] Writing forTechRadar, Hamish Hector detailed how whilst the game's jumpscares were cheap and avoidable, he found the looping mechanic made it "impossible to not grow paranoid".[59]Nintendo Life's Ollie Reynolds expressed that the game was a cool experience with some moments that made him feel uneasy, describing the feeling of "not knowing what's around the corner" as what made the game engaging to players. However, he added that the feeling also led to frustration due to having to restart if you missed a subtle anomaly, enforcing the idea that the player needs to be patient when observing the corridor.[12]

Conversely,Siliconera's Jenni Lada recounted how the game made her feel comfortable and that the hallway made them feel secure and immersed. Lada commented that because the game made her feel too comfortable it managed to catch her out and make mistakes, adding the game can help with replayability, stating she found the game "oddly relaxing to take a walk and pick out the 'mistakes'".[56] Similarly, Hamish Hector found that whilst the game was short, he noted the game as being very replayable, recounting that every time he put the game down he was determined to play it again a few hours later.[59] The banality and repetition in the game's presentation was comparable to commuter's instincts to notice changes in the environment during journeys on public transport according toAftermath's Chris Person, with Person stating his playthrough reminded him of the video gameLSD: Dream Emulator due to its similarities in noticing changes in everyday spaces and connecting them back to the player's actions.[4] In his review,Rock Paper Shotgun's Ed Thorn details how the game did an "excellent job" by imitating Japanese comedy and game show humour, adding that some anomalies leaned towards the more whacky and fantastical side. He reflected that the game "wouldn't be amiss in aYakuza [game]".[60]

One drawback critics had with the game was its short length. In Lada's review, she mentioned that if you were good and lucky with the game, it would only take the player around "15-30 minutes" to complete, adding further that "once you’ve played it enough times, you’ll have done it all and have no reason to return".[56] Ollie Reynolds didn't believe he would return to the game after the first playthrough and admitted that he didn't find the overall game scary, hypothesising that if the game was more similar toP.T. and leant more into the horror aspects, the game would be deemed "a modern classic". Additionally, Reynolds added that he thought thatgyro aiming would have made playing the game more intuitive.[12] Similarly, Jordan Helm hoped that Kotake Create would use the game as a foundation for a more ambitious and bolder project in the future. However, Helm added that Kotake created a "fifteen-minute experience with more warranted involvement and intriguing design" than other games with a longer play time.[8]

VR version

[edit]

Similar to the original version,The Exit 8 VR was generally well received by critics, with many claiming that the use of virtual reality helped enhance the gameplay and environment. In her review forUploadVR, Alicia Haddick described how she felt that this version heightened the overall sense of unease when playing, calling the game a "natural fit" for the Quest headset. Pulling from her memories of visitingNogizaka Station in Tokyo, Haddick felt returning to a familiar location that was "distinctly off" was improved by the immersion of virtual reality, stating the tension of playing was heightened when wearing the headset.[15]Famitsu writer Abu Yamazaki found playing the game to be immersive and creepy, feeling that their fear was doubled when experiencing the game in VR; Yamazaki denotes the red water anomaly and the fast-walking NPC passer-by anomaly as particularly scary on their playthrough. Adding onto this, Yamazaki noted that anomalies that occurred above and below the player were easier to spot compared to the ones on the player's sides, as well as stating that the game's increased lighting helped make anomalies easier to notice.[61]

Jenni Lada fromSiliconera mentioned how the simplistic nature and execution of the game benefitted from VR, feeling that the headset helped enhance the game's sound design and audio cues, making them easier to notice. She also felt the VR aided in anomaly hunting and made certain anomalies more unsettling and fun to experience due to being able observe them up-close, writing that "it’s immersive in a way that was impossible on the Switch".[57] Sharing similar sentiments with Lada,The Escapist's Shaun Cichacki stated that the game's visuals looked "phenomenal" and made the experience a lot more impactful, even noting that the environment that he was exploring felt more akin to real life than "just playing another video game." Writing further, Cichacki praised the game's sound design and commented that "the monotonous humming of the electricity" broke the "sterile and somewhat serene" environment, feeling that the noise and player's footsteps being some of the only noises in the game to be "executed well" and made anomalies easier to detect.[58] Hisui Mizuki fromReal Sound wrote how whilst they thought the visuals were on par with the original version, the atmosphere of the VR version was comparable to real life, adding that the sounds of the lights and footsteps being heard in 3D made the sense of loneliness when playing stronger.[62] Continuing on, Hisui wrote how she felt that due to having a narrowerfield of view with the VR headset, it made anomalies more difficult and a lot more scarier than the original version, which made the game more enjoyable.[11]

Sales

[edit]

Upon the release of the game, it was announced that the game had sold 30,000 copies within the first day.[63] By April 17, Kotake Create announced that the Steam release of the game sold 500,000 copies.[64] Two days after the release of the game on Nintendo SwitchThe Exit 8 became the top most downloaded Switch game that week in Japan, beating out games such asBunny Garden andSuika Game.[65] According to a press release in August 2024, it was announced the game had reached over 1 million downloads, with the suggestion that the Switch version helped significantly push the game to that milestone.[33] In 2024, the game became the 2nd most downloaded game on the Nintendo SwitcheShop in Japan only being beaten bySuika Game.[66] By January 2025, Playism announced that the game has achieved over 1.4 million downloads worldwide across all versions.[35] In March 2025, the game had received over 1.5 million downloads worldwide.[67] As of August 2025,The Exit 8 has sold over 2 million copies.[40]

In the wake of the release of the film adaptation,The Exit 8 topped the list of paid games on theGoogle Play Store in Japan.[68] According to data published by Sensor Tower, between 16 August and 15 September 2025,The Exit 8 was the downloaded paid mobile game oniPhones in Japan, as well as being on top of mobile rankings foriPad and Android devices from 4 to 8 September. Sensor Tower attributed this to the release of the film, noting that around the same timeframe, the game had grossed over ¥12 million (approximately $80,000 USD) on mobile, which was five times larger than the 2nd highest grossing mobile game at the time,Chants of Sennaar. The film's impact was also attributed to an increase indaily active users (DAU) on the PC/Console versions, with the Steam and PlayStation versions noted as a significant increase.[69]

Awards

[edit]

The Exit 8 has also won multiple awards in the Japanese gaming industry. It won the Breakthrough Award at theJapan Game Awards 2024, where the selection committee praised the game's "ingenious" idea.[70] At the 2024CEDEC Awards, it won an Excellence Award in Game Design due to the game's "simple and easy-to-understand design" as well as its creativity in incorporating familiar scenery.[71][72] At the "Kyoto Digital Amusement Awards, a ceremony held by theKyoto Prefecture to recognise young Kyoto-based creators, Kotake Create won the Governer's Award (Grand Prize) for his work onThe Exit 8.[73] "During the "Dengeki Indie Game Awards 2024",The Exit 8 was voted as the 10th best indie game of 2024.[74] At the 27thIndependent Games Festival,The Exit 8 was announced as a finalist for theNuovo Award,[75][76] losing out toConsume Me.[77]The Exit 8 was also nominated for the Grand Prize and the Internet Buzzword of the Year Award for the "41st 2024 New Words and Buzzwords Awards" and the "Internet Buzzword Award" respectively,[78][79] finishing tenth for the latter award.[80]

List of awards and nominations
YearAwardsCategoryResultRef.
2024Japan Game Awards 2024Breakthrough AwardWon[70]
2024CEDEC AwardsExcellence Award in Game DesignWon[71]
41st 2024 New Words and Buzzwords AwardsGrand PrizeNominated[78]
2024Internet Buzzword AwardInternet Buzzword of the Year Award10th Place[80]
202527thIndependent Games FestivalNuovo AwardFinalist[75]

Legacy

[edit]

Analysis

[edit]
An underground walkway near Matsuyama City Hall Main Building, Japan
An image depicting a liminal space in the underground of Japan
Inside HobbyTown USA Oshkosh whilst under construction in 2002
The picture that led to the creation ofThe Backrooms urban legend

SinceThe Exit 8's release, journalists began to analyse the game's success and what made it popular. In an interview withShueisha Online, Kanakki, narrator for horror radio show "Magabanashi[ja] (禍話)", believed that part of what made the game successful was its blending of the non-horrific/gore supernatural elements in an ordinary urban environment, detailing that the game had dream-like qualities such as the looping mechanic that "really add to the eeriness."[81] Kanakki further emphasised that the dream-like qualities also linked to the concept ofliminal spaces, labelling underground passageways as "transitional spaces" that may allow person to imagine they are in another world. Kanakki suggested liminal spaces were another aspect he believed the game's success derived from, stemming from their rise in popularity from stories onmessage boards such as "Monkey Dream[ja] (猿夢)" and "The Backrooms". He explained how liminal spaces create a sense of nostalgia and claustrophobia, which Kanakki linked as a common theme to 1990s video games; he described how it would endues a fear ofuncanniness, which he believes the game takes advantage of to allow players to "experience the presence of fear".[82] Writing forTatler Asia, Suchetana Mukhopadhyay saw the game as part of a growing trend in popularity for survival narratives in media, comparingThe Exit 8 with TV shows such asAlice in Borderland andSquid Game and video gameSilent Hill f. Mukhopadhyay linked their popularity to people wanting control theirfate in an uncontrollable world, noting the game as demonstration that the human spirit is "indomitable."[83]

In an article byTheGamer, Eric Switzer noted how due to the game's short gameplay loop it allowed the game to thrive on social media platforms such asTikTok, which caused the game to gain popularity and success.[84] Similarly, according toShueisha Online,playthrough videos of the game onYouTube have amassed a total of over 100 million views as of February 2025,[81] with Japanese YouTubers such asHikakin andSakura Miko, as well asNogizaka46 singer Haruka Kaki, observed to have played the game on their channels.[22]Real Sound's Chihiro Yuki similarly believed that the game's success stemmed from its realistic graphics and easy to understand gameplay in a small environment which made it "highly compatible with live commentary and streaming culture", leading to its popularity. Later in the article, Yuki stated that he believed thatThe Exit 8 getting a film adaptation was an extension of its commercial and cultural success earned by its ideas and concepts, adding that if the film was successful it could lead a trend in indie games being adapted into other mediums, mentioningGnosia andParanormasight: The Seven Mysteries of Honjo[f] as other examples; Yuki expressed that it "will be a pioneer in the "indie game film adaptation" movement."[85]

Exit 8-likes

[edit]

Following the release ofThe Exit 8, an influx of indie games inspired by the premise of the game became available online. Dubbed "Exit 8-like" by both news outlets and the developer themselves,[86] or "8-likes" by fans,[22] these games feature similar or even identical gameplay toExit 8 but often set in a different environment and often trying to capture theliminal space aesthetic with examples such ashopping centre, hospital or subway trains.[87] One such game, called "0th floor. - The cursed elevator to floor zero -", has the game set in an elevator and has the players looking for anomalies on different floors of a building, all of which have a different setting.[88] Some of these Exit 8-likes leaned more into the horror aspect of the gameplay, such as by addingparanormal entities such as monsters and ghosts.[89] A different take on this concept is "holo8",[g] an Exit 8-like set in the offices ofvtuber agencyHololive Production and featured over 70 current and former members such asHoushou Marine andMinato Aqua.[91] Some of these can even change game genres or playstyles, such as changing to anFPS oronline co-op.[22] One such example is "Track No. 9", atwo-dimensionalpixelated art-styleadventure game where the player searches for 34 anomalies on a subway platform.[92] Many of these Exit 8-likes have been made available on online game stores such as Steam,itch.io and Unity Room.[22]

神谷英樹🍀 Hideki Kamiya🍀
(@HidekiKamiya_X)
tweeted:

だから「8番ライク」って俺的に違和感あるんよな…

ゲーム史的には「P.T.ライク」と呼ぶのが正しいと思う…それくらいP.T.は革新的で、他に類を見ない独創性があり、後続のゲーム製作者達にも強い影響を与えたと思う…

※P.T.以前に閉鎖空間リピート系ゲームがあったら優しく教えてください…


Translation:

That’s why the term Exit 8-like feels off to me. From a game history perspective, I think calling it P.T.-like would be more accurate. That’s how innovative P.T. was, completely unique and without precedent, not to mention hugely influential on the developers who followed.

(If there actually were looping closed-space games before P.T. I’m forgetting about, please kindly let me know).[93]

10 October 2024[94]

In October 2024, video game director and designerHideki Kamiya made a series of tweets on hisX account recounting how he thought when first playing the game it was styled likeP.T., but was surprised when other people didn't make a similar comparison. Kamiya argued that the genre should be referred to as "P.T.-likes" becauseP.T. was "the true originator" and influential for succeeding game designers. He further lamented that becauseP.T. was delisted from online stores byKonami, it would lose recognition over time and allowThe Exit 8 to take its spot,[95] with Kamiya chastising Konami for missing the potential of the idea and permanently delisting the game.[96]

In response to the large amount of "copycats", Kotake Create expressed that they do not condone the use of thumbnails or titles on gameplay videos of Exit 8-like games that could be seen as connections to the original game.[97] Further elaborating on his stance, Kotake mentioned that he would get messages from people about games "ripping off"The Exit 8, clarifying he wasn't angered by them as his game was also influenced by others. Kotake further stated that the reason he condoned the genre was due to the inability to stop people from making games using the same formula and that "ideas aren't copyrighted", adding that he was happy his creation "pioneered" a genre.[19] Additionally the developer shared links to some Exit 8-likes that they were looking forward to and stated that "as a developer, I think it is absolutely ok to make a new game that “puts a new spin on existing games,” as long as it isn’t exactly the same setting or gameplay system etc".[86] One of the most notable examples of this wasThe Exit 9, which was released on thePlayStation Store in January 2024. Due to the game's strong likeness toThe Exit 8, it caused online fans of the game to ask Kotake Create about the copycat to which they denied any involvement withThe Exit 9. Verity Townsend fromAutomaton West speculated that the developers of the copycat were taking advantage of the fact that the original game was not released on consoles.[98] Following the release of thePlayStation versions ofThe Exit 8, the copycat was rebranded toExit 9 Metro.[99] As of February 2025, the store page for the game has been delisted on the PS Store.[100] During an interview, Kotake listed the gamesFalse Dreams,Victor’s Test Night andDead End as Exit 8-likes that left an impression on him.[19]

Popularity

[edit]
A picture of Exit A3 at Kiyosumi-shirakawa Station taken from outside the station
A picture of Exit A3. Part of the art installation can be seen on top the ceiling above the stairs.

Following the rise ofThe Exit 8's popularity, it attracted many fans from around the world to visitKiyosumi-shirakawa Station, a station heavily speculated to be the base model for the game's passageway. In particular, the in-game passageway was speculated to have been based on Exit A3 in the station, which featured an irregular pattern of fluorescent lights scattered around the ceiling as part of a public art installation according to theTokyo Metropolitan Bureau of Transportation.[101] People who would travel to travel to the station would often compare the environment to the game, with some even spreading rumours that supernatural incidents occur in the station.[102] Due to the influx of visitors at the station, the reactions from local citizens and frequent users of the station were mixed. When asked byShueisha Online, some felt surprised by the increase in visitors at the station, with one describing how prior to its gained popularity the station was non-distinctive and comparable to any other. However, others expressed anger and dismay at the new visitors, detailing how a number of visitors showcased unsociable behaviour towards the area such as littering; another local argued the area should be visited for itsmikoshi andfestivals, rather than a video game.[103]

Automaton West reported that following the release of the game, fans online had grown affectionate to theNPC passer-by seen in the game and had created works in his image such asfan art or recreating the character in games likePhantasy Star Online 2 orSoulcalibur VI.[5] Described as amiddle-aged man with a receding hairline and dressed in work clothes and a briefcase, the passer-by only walks down the hallway and can occasionally be one of the game's many anomalies,[10] but never actually interacts with the player. Speculating as to why some fans felt so passionate towards the character, the article's author, Hideaki Fujiwara, believed that due to the NPC being the only other real person in the game,[h] fans see the passer-by as a "source of security and familiarity for the player" which the feelings would then continue to build. Seeing as the player has to scrutinise every aspect of the game in order to spot anomalies, they add that it would cause players to notice certain qualities of the passer-by, describing the man as having a "sleeper build". Alternatively, Fujiwara also posited the idea the feelings may derive from the "mere-exposure effect", which caused players to like the character just from walking past them over and over. When questioned about the character, Kotake Create mentioned that he too had become attached to the man during development and liked reading comments about the man from players in reviews,[5] adding that the man became the largest3D model in the game at around 140,000polygons.[20] The character returned in the game's sequel,Platform 8.[52] To celebrateThe Exit 8 reaching 1 million downloads, a line of merchandise featuring the passer-by would be sold in Ikebukuro Parco department stores for a limited time between 23 August and 30 September 2024.[33] At the 2024Tokyo Game Show, anExit 8 photo spot was set up, where attendees could take a picture with the passer-by.[22] In December 2024, Playism began distributingmasks resembling different variations of the passer-by outside the ticket gates atShinjuku Station to advertise bothExit 8 andPlatform 8.[104]

In mid-April 2024, Japanesepharmaceutical company Earth Corporation[ja] (アース製薬) launched a web commercialparodying the game to advertise theirmouthwash product, Mondamin.[105][106] Due to a mistake on the company's Twitter account, Kotake Create responded to users stating that the commercial was not done as part of a collaboration and instead merely granted permission for the company to parody the game.[107][108] During the same month, merchandise for the game was announced and would be distributed in stages across the year atamusement arcades and online retailers.[109] In late-March 2025,The Exit 8 content was featured in an update for the gameMaid Cafe on Electric Street as part of a collaboration.[110]

Film adaptation

[edit]
Main article:Exit 8 (film)
refer to caption
Exit 8's director, Genki Kawamura, at the film's premiere at the2025 Cannes Film Festival

A live-action film based on theExit 8 video game was announced byToho on 27 December 2024,[111] withGenki Kawamura [ja] set to write, produce and direct the film.[112][113] The film, which starsKazunari Ninomiya andYamato Kōchi [ja] as the "lost man" and "walking man" respectively, premiered at the2025 Cannes Film Festival's Midnight Screenings on 19 May 2025,[114] before subsequently releasing a few months later on 29 August in Japan.[115][116] On film review aggregatorRotten Tomatoes,Exit 8 has amassed a score of 96% score based on 27 reviews.[117] The film received positive reviews from critics representingDread Central,[118]Game Watch Impress,[119]IndieWire,[120]RogerEbert.com,[121]Screen Daily,[122]Slant Magazine,[123] and theSouth China Morning Post.[124] At the box office, the film earned over¥960 million (approximately $6.46 million USD) in its first three days of release, becoming the highest grossing live-action film released in Japan in 2025.[125] By 12 September, the film had grossed over ¥2.49 billion (approximately $15.9 million USD) internationally.[126] As of 25 September, 2025, the film has grossed over ¥4.01 billion (approximately $27 million USD).[127][128]

To celebrate the release of the film, a limited amount of film-inspiredbox art covers for the physical releases of the game on PlayStation 4, PlayStation 5 and Nintendo Switch were distributed across retailers in Japan.[40] A novel adaptation of the film was also released ahead of the film's launch, with actorYuki Kaji providing the narration in theaudiobook version.[129] In a collaboration between Toho and theKobe Municipal Subway for the film adaption, a real life version of the exit was created atShin-Nagata Station, with plans to open the exit to the public on 31 October 2025. Another collaboration with the Shin-Nagata Ichibangai shopping district was also announced by theKobe Municipal Transportation Bureau to be underway.[130]

The film is planned to be released internationally at future dates, with film distribution companyNeon planning to release the film in North America in early 2026.[131]

Notes

[edit]
  1. ^MyDearest Inc. co-developed the VR version.
  2. ^Kotake Create originally published the PC version prior to Playism's involvement
  3. ^Japanese:8番出口,Hepburn:Hachiban Deguchi
  4. ^abInPlatform 8's hidden ending, it is revealed thatPlatform 8 is a directprequel toThe Exit 8.[2]
  5. ^Score based on 9 reviews
  6. ^Yuki mentioned in the article thatParanormasight wasn't an indie game, however, he still justified the comparison due to the game being a "small-scale production" that shared similarities withThe Exit 8.
  7. ^The game is meant to be pronounced "Holo-Hachi"; hachi being Japanese for "eight".[90]
  8. ^Not counting the ones that appear in anomalies

References

[edit]
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  69. ^"「8番出口」,映画公開でモバイル版の収益成長量は8万ドル(1200万円)以上を記録。PC/コンソール機もDAUが大きく上昇" [With the release of the movie "Exit 8," the mobile version recorded revenue growth of over $80,000 (12 million yen). DAU also increased significantly on PC and console devices.].4Gamer.net (in Japanese). 21 October 2025. Retrieved25 October 2025.
  70. ^ab"【日本ゲーム大賞2024】年間作品部門大賞は 「ゼルダの伝説 ティアーズ オブ ザ キングダム」 (任天堂株式会社)".PR Times (in Japanese). 26 September 2024.Archived from the original on 26 September 2024. Retrieved26 September 2024.
  71. ^ab"CEDEC 2024 - 部門別 優秀賞" [CEDEC 2024 - Excellence Award Category].CEDEC.Archived from the original on 24 August 2024. Retrieved25 January 2025.
  72. ^hamatsu; りつこ (Ritsuko) (26 December 2024)."なぜ、『8番出口』は爆発的に流行したのか。多くのストリーマーに配信され、数々のフォロワー作品を生み出した理由を考察する。「曲がり角」の構造と「駅で迷う」体験の力" [Why did "Exit 8" become so popular? We will examine the reasons why it has been distributed by many streamers and has created a large number of followers. The structure of "turning corners" and the power of the experience of "getting lost at a station"].Den Fami Nico Gamer (in Japanese).Archived from the original on 23 March 2025. Retrieved25 January 2025.
  73. ^Irisawa, Ryosuke (5 March 2025)."「8番出口」開発のコタケさんに大賞 京都ゆかり、若手クリエイター表彰" [Grand Prize awarded to Kotake, developer of "Exit 8" in Kyoto Yukari, Young Creators Award].Sankei Shimbun (in Japanese).Archived from the original on 5 March 2025. Retrieved23 March 2025.
  74. ^"『BBEE』はどの点が評価されて1位に? 『SANABI』『ウーマンコミュニケーション』など電撃インディー大賞2024ベスト10を開発者・投票者コメント付きで掲載" [What aspects of "BBEE" were evaluated to place it in first place? The top 10 of the Dengeki Indie Game Awards 2024, including "SANABI" and "Woman Communication," are published with comments from developers and voters].Dengeki Online (in Japanese). 14 June 2024.Archived from the original on 14 June 2024. Retrieved23 February 2025.
  75. ^abBlake, Vikki (16 January 2025)."IGF Awards 2025 finalists revealed".GamesIndustry.biz.Archived from the original on 7 September 2025. Retrieved8 September 2025.
  76. ^Mil☆Yoshimura (17 January 2025)."世界的インディーゲーム賞"IGFアワード"の2025年度ファイナリスト作品を全紹介。今年は『8番出口』が新奇性を評価されて部門賞最終候補に" [Introducing all the finalists for the 2025 IGF Awards, a global indie game award. This year, "Exit 8" was recognized for its originality and was a finalist in the category awards.].Famitsu (in Japanese).Archived from the original on 23 March 2025. Retrieved23 March 2025.
  77. ^Lee, Jess (20 March 2025)."Consume Me wins big at 2025 Independent Games Festival Awards".Digital Spy.Archived from the original on 23 March 2025. Retrieved23 March 2025.
  78. ^abFukuyama, Koji (5 November 2024)."「流行語大賞」に『8番出口』がノミネートされる快挙。このほかネット関連では「アザラシ幼稚園」「猫ミーム」も選出、受賞結果は12月初めに発表予定" ["Exit 8" was nominated for the "Buzzword Awards" and is a great achievement. Other internet-related nominees include "Seal Kindergarten" and "Cat Meme." The winners will be announced in early December.].Den Fami Nico Gamer (in Japanese).Archived from the original on 7 December 2024. Retrieved23 March 2025.
  79. ^Yoshida, Kohei (5 November 2024)."「8番出口」などがノミネート。「第41回 2024年 新語・流行語大賞」ノミネート語が公開" [Nominees include "Exit 8". Nominees for the 41st 2024 New Words and Buzzwords Awards have been announced].Game Watch Impress (in Japanese).Archived from the original on 23 March 2025. Retrieved23 March 2025.
  80. ^ab"まいたけぐるぐる♪「まいたけダンス(儒烏風亭らでん)」が金賞受賞『ガジェット通信 ネット流行語大賞2024』結果発表!銅賞は来日中の「無課金おじさん」" [Maitake spinning around♪ "Maitake Dance (Ryufutei Raden)" wins the gold prize in the "Gadget Communication Internet Buzzword Awards 2024"! The bronze prize goes to "Non-Charging Uncle" who is visiting Japan].GetNews (in Japanese). 6 December 2024.Archived from the original on 23 March 2025. Retrieved23 March 2025.
  81. ^abYusuke, Mukuro (11 February 2025)."映画化される「8番出口」、爆発的な人気の正体はホラー界の最先端の概念にあり! 恐怖の"気配"を味わうという"リミナルスペース"とはいったい…" [The explosive popularity of "Exit 8," which is being made into a movie, lies in a cutting-edge concept in the horror world! What exactly is "liminal space," where you can experience the "presence" of fear? (page 1)].Shueisha Online (in Japanese).Archived from the original on 17 April 2025. Retrieved1 September 2025.
  82. ^Yusuke, Mukuro (11 February 2025)."映画化される「8番出口」、爆発的な人気の正体はホラー界の最先端の概念にあり! 恐怖の"気配"を味わうという"リミナルスペース"とはいったい…" [The explosive popularity of "Exit 8," which is being made into a movie, lies in a cutting-edge concept in the horror world! What exactly is "liminal space," where you can experience the "presence" of fear? (page 2)].Shueisha Online (in Japanese).Archived from the original on 4 September 2025. Retrieved1 September 2025.
    Yusuke, Mukuro (11 February 2025)."映画化される「8番出口」、爆発的な人気の正体はホラー界の最先端の概念にあり! 恐怖の"気配"を味わうという"リミナルスペース"とはいったい…" [The explosive popularity of "Exit 8," which is being made into a movie, lies in a cutting-edge concept in the horror world! What exactly is "liminal space," where you can experience the "presence" of fear? (page 3)].Shueisha Online (in Japanese).Archived from the original on 4 September 2025. Retrieved1 September 2025.
  83. ^Mukhopadhya, Suchetana (29 September 2025)."Alice in Borderland, Exit 8, Squid Game: why are we so obsessed with survival stories?".Tatler Asia.Archived from the original on 29 September 2025. Retrieved29 September 2025.
  84. ^Switzer, Eric (24 April 2024)."The Exit 8 Is TikTok's First Hit Game".TheGamer.Archived from the original on 7 May 2024. Retrieved25 June 2024.
  85. ^Chihiro, Yuki (11 January 2025)."『8番出口』映画化が示唆する新トレンド 2025年はインディーADVの"メディアミックス元年"に?" [The film adaptation of "Exit 8" suggests a new trend: Will 2025 be the "first year of media mix" for indie adventure games?].Real Sound (in Japanese).Archived from the original on 6 March 2025. Retrieved2 September 2025.
  86. ^abKeiichi, Yokoyama (25 December 2023)."The Exit 8 developer expresses surprising opinion on copycat games".Automaton West.Archived from the original on 26 June 2024. Retrieved9 June 2024.
  87. ^Vjestica, Amber (26 January 2024)."Chilla's Art announces new anomaly-spotting horror game inspired by The Exit 8".Automaton West.Archived from the original on 9 June 2024. Retrieved9 June 2024.
    Yamanaka, Taijiro (9 February 2024)."Exit 8-like horror walking sim has you trapped in the liminal space of a shopping center".Automaton West.Archived from the original on 9 June 2024. Retrieved9 June 2024.
    Basho (6 March 2024)."8番出口やEscape Roomの影響を受けた「Hospital 666」,Steamで配信開始。最大4人の協力プレイで666階を目指そう".4Gamer.net (in Japanese).Archived from the original on 9 June 2024. Retrieved9 June 2024.
    Yamanaka, Taijiro (20 December 2023)."The Exit 8 inspires train-hopping subway escape game Station 5".Automaton West.Archived from the original on 26 June 2024. Retrieved9 June 2024.
  88. ^Townsend, Verity (4 April 2024)."Keep calm and escape a dodgy elevator in this cursed Exit 8-like".Automaton West.Archived from the original on 12 June 2024. Retrieved12 June 2024.
  89. ^"『迷央8丁目』恐怖を前にしても絶対に引き返せない『8番出口』ライクホラーゲーム。Steamストアページが公開、2024年6月ごろにリリース".Famitsu (in Japanese). 24 April 2024.Archived from the original on 30 April 2024. Retrieved12 June 2024.
    Basho (12 April 2024)."8番出口ライクのびっくり系ホラーゲーム「霊室」,本日配信開始。プレイヤーを脅かす怖い霊現象を鎮めていこう".4Gamer.net (in Japanese).Archived from the original on 12 June 2024. Retrieved12 June 2024.
  90. ^Stenbuck, Kite (13 February 2025)."holo8 Is a Hololive Game Inspired By The Exit 8".Siliconera.Archived from the original on 14 August 2025. Retrieved1 September 2025.
  91. ^"「8番出口」ライクのホロライブ二次創作ゲーム「holo8 -ホロハチ-」,2月13日にリリース。登場するホロライブメンバーは76人" ["Exit 8"-like Hololive fan-made game "holo8 - Holo Hachi -" will be released on February 13th. 76 Hololive members will appear.].4Gamer.net (in Japanese). 29 January 2025.Archived from the original on 26 July 2025. Retrieved1 September 2025.
    "『holo8 -ホロハチ-』脱出の鍵はホロメンの異変にあり!? 宝鐘マリンやさくらみこたちが登場するウォーキングシミュレーターが発売" [The key to escaping "holo8" lies in the strange happenings among the Holo members!? A walking simulator featuring Houshou Marine and Sakura Miko is released].Famitsu (in Japanese). 13 February 2025.Archived from the original on 20 March 2025. Retrieved1 September 2025.
    "ホロライブ・白上フブキなど70名以上が異変に!? "8番ライク"ゲーム『holo8 -ホロハチ-』がSteamで配信" [Hololive's Shirakami Fubuki and over 70 other members are experiencing strange changes!? "Exit 8-like" game "holo8" released on Steam].Inside Games (in Japanese). 13 February 2025.Archived from the original on 4 September 2025. Retrieved1 September 2025.
  92. ^Townsend, Verity (27 March 2024)."Escape an Exit 8-like looping train platform in this free-to-play Japanese browser game".Automaton West.Archived from the original on 12 June 2024. Retrieved12 June 2024.
  93. ^Vjestica, Amber (6 September 2025)."Konami's erasure of P.T. let the indie hit The Exit 8 slip into its place, Hideki Kamiya says".Automaton West.Archived from the original on 5 September 2025. Retrieved5 September 2025.
  94. ^神谷英樹🍀 Hideki Kamiya🍀 [@HidekiKamiya_X] (10 October 2024)."だから「8番ライク」って俺的に違和感あるんよな… ゲーム史的には「P.T.ライク」と呼ぶのが正しいと思う…それくらいP.T.は革新的で、他に類を見ない独創性があり、後続のゲーム製作者達にも強い影響を与えたと思う… ※P.T.以前に閉鎖空間リピート系ゲームがあったら優しく教えてください…" (Tweet).Archived from the original on 5 September 2025 – viaTwitter.
  95. ^Vjestica, Amber (6 September 2025)."Konami's erasure of P.T. let the indie hit The Exit 8 slip into its place, Hideki Kamiya says".Automaton West.Archived from the original on 5 September 2025. Retrieved5 September 2025.
  96. ^Kamiya, Hideki [@HidekiKamiya_X] (10 October 2024)."「8番出口」がリリースされた時「あぁP.T. 系ね」と思い、そうした話題で巷も盛り上がるのかと思ったら、意外にそこに触れるコメントが少なく、いつの間にか"8番ライク" という言葉が聞かれるようになり、あれー?と思ってたんだけど…確かにP.T. ずっと闇に葬られたままだもんなー…コナミの馬鹿…" [When "Exit 8" was released, I thought, "Oh, it's a P.T.-like game," and I thought the town would be excited about it, but surprisingly, there were very few comments about it, and before I knew it, I started hearing the phrase "8-like," and I thought, "Huh?" But it's true, P.T. has been buried in the dark for so long... Konami's stupid...] (Tweet).Archived from the original on 5 September 2025. Retrieved5 September 2025 – viaTwitter.
  97. ^Yamanaka, Taijiro (11 January 2024)."地下道歩きホラー『8番出口』開発者、似たゲームの実況動画に「◯◯版8番出口」などのタイトルをつけないでとお願い。ライクはOKだけど紛らわしいのはダメ".Automaton Japan (in Japanese).Archived from the original on 12 June 2024. Retrieved12 June 2024.
  98. ^Townsend, Verity (29 January 2024)."The Exit 8 developer denies involvement with "The Exit 9" copycat game".Automaton West.Archived from the original on 26 June 2024. Retrieved12 June 2024.
  99. ^Ramsey, Robert (9 August 2024)."The Exit 8 Ripoff Changes Its Name and Logo on PS5 Following Original Game's Release".Push Square.Archived from the original on 9 August 2024. Retrieved9 August 2024.
  100. ^Fujiwara, Hideaki (11 February 2025)."PS Storeでは「低品質ゲーム乱造業者」にひっそり対処中か。『モンスタハンターズ』や『出口 9』が消え、あるパブリッシャーの作品はほぼ消滅" [Is the PS Store quietly dealing with "low-quality game makers"? "Monster Hunters" and "Exit 9" have disappeared, and one publisher's work has almost disappeared].Automaton Japan (in Japanese).Archived from the original on 22 February 2025. Retrieved23 February 2025.
  101. ^Furuseki, Kazunori (31 August 2025)."まるで『8番出口』の世界観…! 「不気味すぎる地下通路」「あまりに神々しい"地下神殿"」 日本各地にある《地下施設》が凄すぎた" [It's like the world of "Exit 8"! "The creepy underground passage" "The divine underground temple" - the underground facilities all over Japan are amazing (page 1)].Toyo Keizai (in Japanese).Archived from the original on 1 September 2025. Retrieved3 September 2025.
    Furuseki, Kazunori (31 August 2025)."まるで『8番出口』の世界観…! 「不気味すぎる地下通路」「あまりに神々しい"地下神殿"」 日本各地にある《地下施設》が凄すぎた" [It's like the world of "Exit 8"! "The creepy underground passage" "The divine underground temple" - the underground facilities all over Japan are amazing (page 2)].Toyo Keizai (in Japanese).Archived from the original on 4 September 2025. Retrieved3 September 2025.
  102. ^"ゲーム「8番出口」のモデルと噂の東京・清澄白河駅には8番出口はない? 現地調査で見つけてしまった"異変"の正体 とは - 実写映画化が話題の「8番出口」に激似の駅が東京に!" [Kiyosumi Shirakawa Station in Tokyo, rumored to be the inspiration for the game "Exit 8," doesn't actually have an exit number 8? The true nature of the "anomaly" discovered during an on-site investigation - There's a station in Tokyo that looks just like "Exit 8," which has been the subject of much discussion due to its live-action film adaptation!].Shueisha Online. 5 April 2025.Archived from the original on 24 May 2025. Retrieved3 September 2025.
    "ゲーム「8番出口」のモデルと噂の東京・清澄白河駅には8番出口はない? 現地調査で見つけてしまった"異変"の正体 とは - 引き返さないとマズイ⁉︎ A3出口にあった"異変"とは…" [Kiyosumi Shirakawa Station in Tokyo, rumored to be the inspiration for the game "Exit 8," doesn't actually have an exit number 8? The true nature of the "anomaly" discovered during an on-site investigation - Is it bad if we don't turn back? What's the strange thing that happened at the A3 exit?].Shueisha Online. 5 April 2025.Archived from the original on 24 May 2025. Retrieved3 September 2025.
  103. ^"ゲーム「8番出口」のモデルと噂の東京・清澄白河駅には8番出口はない? 現地調査で見つけてしまった"異変"の正体 とは - "蛍光灯の異変"の正体とは…" [Kiyosumi Shirakawa Station in Tokyo, rumored to be the inspiration for the game "Exit 8," doesn't actually have an exit number 8? The true nature of the "anomaly" discovered during an on-site investigation - What is the true nature of the "fluorescent light anomaly"?].Shueisha Online. 5 April 2025.Archived from the original on 24 May 2025. Retrieved3 September 2025.
  104. ^Wachiha, Yabata (23 December 2024)."「おじさんが氾濫するといいな」―『8番出口』おじさんの"顔面"がお面に!?新宿駅構内の広告として配布中" ["I hope there will be an influx of men" - "Exit 8" men's faces on masks!? Currently being distributed as advertisements within Shinjuku Station].Inside Games (in Japanese).Archived from the original on 8 September 2025. Retrieved9 September 2025.
  105. ^Yasuda, Shunsuke (12 April 2024)."モンダミン、「8番出口」パロディのWEBCMを公開。コピーは「異変のないお口にするために。」".Game Watch Impress (in Japanese).Archived from the original on 26 June 2024. Retrieved13 June 2024.
  106. ^AruTaka (12 April 2024)."アース製薬が「8番出口」をパロディ。"お口クチュクチュ"しながら大量のおじさんが迫ってくる新CMを公開".4Gamer.net (in Japanese).Archived from the original on 13 June 2024. Retrieved13 June 2024.
  107. ^"アース製薬の「モ番出口」、実はコラボではなくパロディだった 「8番出口」開発者が明らかに".ITmedia (in Japanese). 13 April 2024.Archived from the original on 13 June 2024. Retrieved13 June 2024.
  108. ^""異変のない"お口に…アース製薬が『8番出口』と「モンダミン」のパロディCMを公開!おじさんたちがお口クチュクチュ".Inside Games (in Japanese). 13 April 2024.Archived from the original on 13 June 2024. Retrieved13 June 2024.
  109. ^"「8番出口」初のプライズ景品が発表に。"出口8"や"防犯カメラ作動中!"をデザインしたキーホルダーとクッションが登場" [The first prizes for "Exit 8" have been announced. Keychains and cushions with designs of "Exit 8" and "Security Camera in Operation!" are now available.].4Gamer.net (in Japanese). 19 April 2024.Archived from the original on 4 June 2025. Retrieved3 September 2025.
  110. ^Romano, Sal (27 March 2025)."Maid Cafe on Electric Street second major update now available, adds The Exit 8 and Urban Myth Dissolution Center collaborations".Gematsu.Archived from the original on 28 March 2025. Retrieved28 March 2025.
  111. ^Loo, Egan (27 December 2024)."The Exit 8 Infinite-Loop Horror Game Gets Live-Action Film in 2025".Anime News Network.Archived from the original on 23 March 2025. Retrieved27 December 2024.
  112. ^Navarro, Meagan (6 February 2025)."'Exit 8' Live-Action Adaptation of Liminal, Infinite Looping Horror Game on the Way from Toho".Bloody Disgusting.Archived from the original on 12 February 2025. Retrieved23 February 2025.
  113. ^Goodfellow, Melanie (5 February 2025)."Goodfellas Unveils Star-Studded EFM Slate With New Films By Cristian Mungiu, Rodrigo Sorogoyen, Claire Denis, Saeed Roustaee, Mario Martone, Raoul Peck & Fresh Berlinale Acquisition".Deadline Hollywood.Archived from the original on 17 February 2025. Retrieved23 February 2025.
  114. ^Jackson, Eve; Di Biasio, Laura; Faure, Magali; Patricella, Sonia; Leboucher, Clémence; Chaval, Marion (19 May 2025)."Cannes 2025: From Console to Croisette, viral game 'Exit 8' hits Cannes Midnight Screenings".France 24.Archived from the original on 4 September 2025. Retrieved3 September 2025.
  115. ^Loo, Egan (27 March 2025)."The Exit 8 Live-Action Film's Teaser Announces Kazunari Ninomiya as Lead, August 29 Opening".Anime News Network.Archived from the original on 28 March 2025. Retrieved28 March 2025.
  116. ^Tokunaga, Hirotaka (28 March 2025)."映画「8番出口」の主演キャスト解禁! "迷う男"は二宮和也さん、"歩く男"は河内大和さんに決定" [The lead cast of the movie "Exit 8" has been announced! Kazunari Ninomiya will play the "Lost Man" and Yamato Kawachi will play the "Walking Man"].Game Impress Watch (in Japanese).Archived from the original on 28 March 2025. Retrieved28 March 2025.
  117. ^"Exit 8".Rotten Tomatoes.Archived from the original on 8 September 2025. Retrieved8 September 2025.
  118. ^Korngut, Josh (24 May 2025)."'Exit 8' is an Exceptional Liminal Thriller and the Best Video Game Adaptation Ever Made [Cannes 2025 Review]".Dread Central.Archived from the original on 4 July 2025. Retrieved3 September 2025.
  119. ^Nagato, Isao (29 August 2025)."【ネタバレあり】映画「8番出口」最速レビュー" [[Spoilers] The fastest review of the movie "Exit 8"].Game Watch Impress (in Japanese).Archived from the original on 4 September 2025. Retrieved3 September 2025.
  120. ^Simons, Blake (23 May 2025)."'Exit 8' Review: Genki Kawamura Puts an Arthouse Spin on Popular Indie Game Labyrinth".IndieWire.Archived from the original on 23 July 2025. Retrieved3 September 2025.
  121. ^Daniels, Robert (21 May 2025)."Cannes 2025: Exit 8, Eleanor the Great, Fuori".RogerEbert.com.Archived from the original on 14 June 2025. Retrieved3 September 2025.
  122. ^Romney, Jonathan (19 May 2025)."'Exit 8' review: Tokyo's subway is an endless purgatory in 'ingenious' video game adaptation".Screen Daily.Archived from the original on 4 September 2025. Retrieved3 September 2025.
  123. ^Hanson, Mark (4 September 2025)."'Exit 8' Review: Kawamura Genki's Eerie Adaptation of Walking Simulator Video Game".Slant Magazine.Archived from the original on 8 September 2025. Retrieved8 September 2025.
  124. ^Tsui, Clarence (19 May 2025)."Review | Cannes 2025: Exit 8 movie review – live-action adaptation of walking simulator video game".South China Morning Post.Archived from the original on 20 May 2025. Retrieved3 September 2025.
  125. ^"映画『8番出口』公開3日間で興収9.5億円を突破。2025年公開の実写映画で1位。二宮和也主演、インディーゲーム原作の話題作が"異変"級のロケットスタート" [The movie "Exit 8" has surpassed 950 million yen in box office revenue in the first three days since its release. It is the number one live-action movie released in 2025. This hotly anticipated film, based on an indie game and starring Kazunari Ninomiya, is off to an extraordinary start.].Famitsu (in Japanese). 2 September 2025.Archived from the original on 4 September 2025. Retrieved3 September 2025.
  126. ^"二宮「8番出口」の不安告白" [Ninomiya confesses his anxiety about "Exit 8"].@nifty News (in Japanese). 13 September 2025.Archived from the original on 14 September 2025. Retrieved14 September 2025.
  127. ^"二宮和也主演映画『8番出口』興行収入40億円を突破 観客動員は285万人超え" [The film "Exit 8" starring Kazunari Ninomiya has surpassed 4 billion yen in box office revenue and attracted over 2.85 million viewers].Real Sound (in Japanese). 26 September 2025.Archived from the original on 29 September 2025. Retrieved30 September 2025.
  128. ^"The Exit 8 (2025)".Box Office Mojo.Archived from the original on 14 September 2025. Retrieved14 September 2025.
  129. ^"『8番出口』書き下ろし小説を梶裕貴が朗読。Amazonオーディブルで本日(8/22)より配信。小説では新たな異変や登場人物の謎も綴られる" [Kaji Yuki reads the original novel "Exit 8." It will be available on Amazon Audible from today (8/22). The novel also tells of new incidents and the mysteries surrounding the characters.].Famitsu (in Japanese). 22 August 2025.Archived from the original on 30 August 2025. Retrieved3 September 2025.
  130. ^"Hyogo: 'Exit 8' That Should Not Exist Appears Out of the Blue, Kobe Municipal Subway Collaborates with Movie of the Same Name".The Japan News. 20 September 2025. Retrieved22 September 2025.
  131. ^Goodfellow, Melanie (6 August 2025)."Neon Acquires North American Rights For Cannes Midnight Hit 'Exit 8'".Deadline.Archived from the original on 8 August 2025. Retrieved3 September 2025.

External links

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