
There’s something almost heroic about Order 13 trying to turn warehouse picking into horror. Most people call that “working nights at the depot,” but fair play, they’ve gamified it. You play a doomed employee trudging round a haunted warehouse fulfilling orders while being stalked by a mutant thing, all so your cat doesn’t get the hump. It sounds gloriously unhinged. In practice? Bit of a shambles.
Gaming Heaven
I’ll be fair – the cat is carrying this whole operation on its furry little back. Feeding and spoiling it gives you more motivation than the actual story, which seems to have wandered off somewhere near aisle G. There are moments where the tension works too, especially when you’re hiding under shelves listening to something stomping about like an angry manager. Some of the visual scares work well, without relying on every fright sounding like a dustbin falling downstairs.
There’s also a grim little joke at the heart of it – risking death to meet quotas and buy upgrades. Very modern. Very bleak.

Gaming Hell
Now the graft starts. The gameplay loop is basically: fetch item, pack box, run away, repeat until your soul clocks out. It gets repetitive quicker than hearing “can you stay late?” on a Friday. The monster AI feels ropey, audio cues are often about as reliable as Southeastern trains, and navigating later areas becomes less “psychological horror” and more “I’m lost in B&Q”.
Upgrades feel half-baked, the shop runs out of ideas, and the whole thing is over in about four hours. Which, honestly, feels merciful.
Worst of all, the game mistakes stress for depth. It throws chores, timers and crouching at you and calls it terror. That’s not horror, that’s admin.

Final Judgement
Order 13 wants to be clever survival horror, but mostly feels like warehouse induction training with hallucinations. A mildly amusing novelty dragged down by repetition and unfinished ideas.