
She hears everything. Drop one key and she is already coming. Escape a house of locked doors, hidden keys and bear traps across five days. hide under the bed, hold your breath, and pray she walks past.
Modeled estimate, not a reported figure. How we estimate →
About
YOU HAVE FIVE DAYS
You wake up locked inside a house that does not want to let you leave. The front
door is sealed with a mechanical lock, and every one of its parts is hidden
somewhere in the building. You have five days. Granny has all the time she needs.
SHE HEARS EVERYTHING
Granny does not patrol on a script - she listens. Drop an item on the floorboards,
slam a door, run when you should have walked, and she comes. When you hear her
coming there is exactly one thing to do: get out of sight and stay there.
Hide under beds. Shut yourself in a wardrobe. Crawl beneath a table and watch her
feet stop, turn, and move away.
THE HOUSE IS NOT THE ONLY PLACE
Behind the locked doors is more than bedrooms. A flooded cellar. A hospital ward.
A restaurant kitchen. Offices. A pool. Ventilation shafts you can crawl through
if you can find what opens them.
SHE IS NOT ALONE
Granny keeps company. Grandpa is slower but he does not stop. Angeline waits where
you do not expect her. And if you see Slenderina, look away - looking is what kills
you.
WORK THE PUZZLE
Colored keys for colored doors. A crank, a crowbar, a chain cutter, a hex wrench.
Cogwheels for the mechanism. A car battery, a transmission belt, an engine. A
shotgun, if you find the key to the cabinet - and the nerve to use it.
PLAY IT YOUR WAY
Six difficulty settings, from Practice to Impossible. On Practice she walks slowly
and the floorboards never crack. On Impossible she moves faster than you do and
you have fifteen seconds from the moment she catches you.
Multiple endings. Most of them are bad.
Genres
Stats
Languages: English**languages with full audio support
Media

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