The prices on this page follow the method you pick.
Delivered as a Steam gift, usually within 3 hours.
Includes 2 items: DOLL INC, Doll Impostor. Bundle info
Includes 2 items: The Door Factory, DOLL INC. Bundle info
Includes 12 items: App 1875810, The Last Stop, 8AM, Doll Impostor, App 3091480, DOLL INC, 8AM: The Office, 8AM: The Swimming Pool, 8AM: The Shopping Mall, 8AM: The Subway, 8AM: The Warehouse, The Door Factory. Bundle info
Includes 10 items: 8AM, 8AM: The Office, 8AM: The Swimming Pool, 8AM: The Shopping Mall, 8AM: The Subway, 8AM: The Warehouse, The Last Stop, Doll Impostor, DOLL INC, The Door Factory. Bundle info


Buy DOLL INC in Sri Lanka for Rs. 1,330 — currently 40% off on Steam. Pay in 3 interest-free installments with Koko, no international card needed. It is delivered as a Steam gift to your own Steam account, usually within 3 hours of payment. Genres: Adventure, Indie, Simulation, Strategy.
Is it like Dollmare? Yeah. Having played both I can't really say I like one more than the other. The biggest difference to me was the emphasis on dolls. I think Dollmare has more interesting effects that their dolls do to make them creepy. Moving eyes, disappearing when you look away, chattering teeth, etc. Doll Inc has a few very interesting visual effects and moments with them, but they are fewer and more far between. Instead Doll Inc has a more natural progression of difficulty. Either adding or changing the tasks you're required to do every single day. With no days being exactly the same, and the days being quite short and snacky, I found it entertaining enough to see the game through. Would recommend if on sale. Just don't go in expecting a doll's head to spin. I think that expectation people had from Dollmare is what has caused some of the disappointment.
1 found this helpful
DOLL INC is a psychological horror simulation developed by David Gallardo and published by HeadArrow that turns repetitive factory work into the foundation for an increasingly unsettling experience. Instead of relying on traditional horror ideas centered around combat or survival against obvious threats, the game creates tension through routine, observation, and growing discomfort inside a workplace that slowly reveals itself to be far more disturbing than it first appears. It combines job simulation mechanics with horror storytelling in a way that feels unusual, building suspense from ordinary responsibilities rather than direct danger. Players take on the role of a factory employee assigned to inspect dolls moving through a production system. The task initially feels straightforward. Examine products carefully, identify flaws, determine whether units belong in repairs or continue through production, and maintain efficiency throughout the workday. The simplicity of these responsibilities becomes one of the game’s most effective design choices because it establishes familiarity before gradually introducing unease. What starts as routine labor slowly transforms into something far more uncomfortable. Observation mechanics sit at the center of gameplay. Players must pay close attention to details and avoid mistakes while maintaining productivity inside an environment designed around precision and repetition. Small errors matter. Concentration becomes increasingly important as pressure rises and new complications appear. The repetitive structure is not accidental. DOLL INC intentionally uses repetition as part of its horror design philosophy, turning ordinary workplace monotony into a source of tension rather than comfort. One of the strongest elements of the experience comes from pacing. The game avoids overwhelming players immediately with dramatic scares or major reveals. Early sections focus heavily on establishing routine and familiarity before gradually introducing irregularities that disrupt the normal workflow. Strange events, mechanical issues, and unsettling details slowly begin to emerge. The steady escalation allows discomfort to build naturally rather than relying entirely on sudden surprises. Psychological tension becomes significantly more important than traditional horror techniques. DOLL INC creates anxiety by making players question the environment surrounding them. Routine tasks become increasingly uncomfortable as uncertainty grows. The workplace itself begins feeling oppressive, and the simple act of following instructions starts carrying unexpected weight. Much of the game’s horror comes from creating doubt rather than presenting obvious threats. The factory environment deserves particular recognition because it contributes heavily to atmosphere. Sterile production spaces, mechanical systems, and industrial presentation create a cold setting that feels intentionally detached and unsettling. The visual direction supports gameplay effectively by maintaining clarity where observation remains important while reinforcing the uncomfortable mood surrounding daily responsibilities. Narrative design also strengthens the experience through restraint. DOLL INC avoids explaining everything immediately and instead allows mystery to develop gradually over time. Small details encourage interpretation while larger questions remain unanswered long enough to maintain curiosity. The game trusts players to notice irregularities and draw conclusions themselves rather than delivering every piece of information directly. The horror itself feels restrained but effective. While unsettling moments appear throughout progression, the experience relies more heavily on atmosphere and anticipation than constant shock value. The uncertainty surrounding what might happen next often becomes more powerful than direct scares. That approach allows tension to remain consistent without becoming exhausting. The simulation mechanics benefit greatly from how closely they connect with the game’s themes. Productivity expectations, repetitive labor, and constant performance demands contribute to the broader atmosphere while reinforcing ideas surrounding routine and control. The game succeeds because gameplay and narrative direction support one another rather than feeling disconnected. Its biggest limitation comes from the same design philosophy that gives it identity. Players expecting fast pacing or highly varied gameplay systems may struggle with the repetitive structure. The experience intentionally mirrors workplace repetition as part of its horror design, which means patience becomes essential for fully appreciating its strengths. Those looking primarily for action-heavy horror experiences may also find DOLL INC slower than expected. Much of the game’s impact depends on atmosphere, observation, and gradual escalation rather than constant excitement. The experience asks players to settle into its rhythm before revealing why that rhythm matters. However, players willing to embrace the slower pace may discover one of the more creative horror concepts in recent psychological horror design. DOLL INC succeeds because it finds fear inside ordinary systems people experience every day and transforms routine labor into something quietly disturbing. The factory itself becomes the source of tension, and simple responsibilities become increasingly difficult to separate from growing unease. DOLL INC delivers a memorable blend of workplace simulation and psychological horror that stands apart from more traditional genre entries. Through strong atmosphere, deliberate pacing, and clever use of repetition, it creates an experience that lingers long after completion while proving that sometimes the most uncomfortable horror comes not from monsters, but from ordinary routines slowly becoming something far stranger. Rating: 7/10
1 found this helpful
1/10
This is a really good game. The storyline is good and so are the graphics. The fact that you can still play the game after the storyline is finished without having to do the storyline again is really good. I will definitely be recommending this gave to other people.
1 found this helpful
I like it
1 found this helpful