
A very very very short japanese horror story. You press the intercom. No one answers. You knock on the door. Still nothing. What would you do?
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A very very very short japanese horror story.
You live in a small apartment.
Lately, the noise from your neighbor’s room has been keeping you up at night.
One early morning, you decide to go over and complain.
You press the intercom.
No one answers.
You knock on the door.
Still nothing.
What would you do?
A fully voiced horror game with randomized lines and events.
No chase sequences. Contains almost no jump scares.
Enjoy the uneasy atmosphere.
Knock on the door
Walk around to kill time
Go back home
The remastered version of the 2013 Japanese cult hit is finally here.
Originally released on May 19, 2013 (RPG Maker 2000), this game became a cult classic in the Japanese indie horror scene.
Later ported to RPG Maker MV, this definitive edition adds new clues and features so you can dig deeper into what really happened next door.
Achievements (ending collection)
Subtitle support
English subtitle support
Additional mystery content
Known in Japan as "ごめんください".
A cult classic that generated a massive wave of reaction videos across NicoNico and YouTube in Japan.
Experience the uncanny silence that terrified Japanese players for over a decade.
...And one more thing: watch out for the "rain".
In fullscreen mode, the Steam Overlay (Shift+Tab) may appear glitched on some environments.
If this happens, please switch to Windowed mode using the in-game button: “Toggle: Full Screen”
After switching to Windowed mode, restart the game and avoid resizing the game window.
This will greatly reduce the chance of the overlay glitch.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English, Korean*languages with full audio support
Reviews
유저 한글화가 있습니다. 사실 이거 먼저 보고 겜 샀어요. https://caswac1.tistory.com/418 게임 외적으로 뭐가 있습니다. 여기 [spoiler]게임 뉴스 페이지[/spoiler]도 그렇고. [spoiler]도전과제를 전부 달성하고[/spoiler] 메인 메뉴로 돌아가면 [spoiler]물음표 메뉴[/spoiler]가 생깁니다. [spoiler]제작자의 차기작과 DLC[/spoiler]에 대한 힌트가 있다고 합니다. [spoiler]스테가노그래피(ARG)[/spoiler]로 추측되는 것도 있는데 자신 있는 분은 도전해 보세요. [spoiler]html 파일[/spoiler]도 봅시다. 엔딩 시 나오는 이미지는 게임 폴더 내에 있고 [strike]제미나이가 잘 창조번역해 주니까[/strike] AI에게 번역을 맡길 경우 할루시네이션이나 경험하게 되지만 궁금하신 분은 참고 바랍니다. --------------- 설명대로 풀 보이스 호러 '운' 게임입니다. 설명대로, 할 수 있는 것인 '문 노크하기', '서성이기', '집으로 돌아가기'를 조합해서 여러 엔딩을 보는 게 플레이 방법입니다. 문 두드리고, 배회하다보면 랜덤 요소가 뜰 때도 있고, 다시 문을 두드리거나 집으로 돌아가고, 문을 두드리고 배회하면 또 랜덤 요소가 뜰 수도 있고 뭐 그렇습니다. [spoiler]배드엔드을 제외하면[/spoiler] 일단 주인공 집으로 돌아가야 엔딩이 뜨는 느낌. '사실 이러저러한 상황이었기에 저러이러한 랜덤 요소가 뜬 거였다~'같은 느낌으로 도전과제(엔드) 한줄설명이 달성됩니다. 겜 내에서 텍스트로 설명해주는 게 거의 없어서 느낌적 느낌입니다. 도전과제 한줄설명도 딱히 명쾌하진 않는데 생각의 여지를 좋아하는 분들은 좋아할지도 모르겠네요. 볼륨은 되게 작고, 딱히 추리?할 건덕지도 없고 뭐 가격만큼 합니다. 그래도 잘 만든 게임. 제작자는 이 게임에 대해 트위터에 'ARG요소가 조금 있다', '최악의(worst) 경험을 위해 헤드폰을 써라'라고 남겼습니다. 이 게임은 2월 '13'일의 금요일에 발매되었습니다. https://steamdb.info/app/4386070/ 페이지가 존재합니다. [strike]Truth 다섯번째는 정상적으로는 얻을 수 없는 것으로 보입니다.[/strike] 힌트는 제작자가 '작은 업데이트' 뉴스 올린 날에 뭘 바꿨는지를 스팀db사이트에서 보시면 됩니다. 코딩 잘 모르기 때문에 제작자가 뭔가 힌트를 엄청 주는 거 같은데 잘 모르겠네요. 힌트를 자바스크립트 언어로 보이는 프로그래밍 언어로 주고 있어요. 일단 도전과제는 올 달성이 가능하긴 합니다. 여기서 만족하고 손을 뗄 지 어떨지는 개인의 선택이겠지요. 저야 게임을 뜯어봐서 알아낸거긴 한데... 정상적으로 어떻게 접근하라는건지 좀 의아합니다. 사운드 파일을 스펙트로그램 변환할 때에는 Audacity를 썼습니다. base64 복호화도 하고 재미는 있었어요 부작용이 있다면 이제 제가 즐기던 평범한 게임으로는 만족하기 힘든 뇌가 되어버린 느낌
以前にフリーゲーム版をプレイしています。 自分が全実績解除までDC版をプレイした限りでは、露骨なジャンプスケア(大音量かつ大画面の恐怖演出)はありませんでした。 大量の虫に襲われたり、足下の悪い道を長々とチェイスさせられることもありません。 人気のない夜道を歩いている時の、微かな物音や環境の変化に怯えるようなホラーです。 また、サスペンス×オカルトの謎解き要素がお好きな方はより楽しめると思います! 夢中になってしまい、すっかり寝不足です。 人を選ぶかもしれない要素 ・主人公の移動速度 かなりゆっくりとした歩調ですが、フリーゲーム版から続く物語演出上の理由があります。 ・ボイス 主人公は著しく寝不足なので、疲労や苛立ちが声色と言葉選びに出ています。 情緒的に不安のある方は、落ち着いてからのプレイを推奨します。 ・怖くないとは言っていない 露骨なジャンプスケアがないとは言っても、心理的にじわじわと追い詰められるような演出は多々あります。 ・運要素 最短でサクッと遊ぶゲームではありません。 一周一周は非常に短くまとまっていますが、一部の要素は運が絡みます。 多少の周回耐性が必要です。 以上の要素もホラー演出の味を深め、世界観の説明に一役買っています。 ストアページのトレーラームービーを視聴して、肌に合いそうな方は是非!
플레이 한 지 어연 2시간 째... 본편 엔딩은 다 봤는데 히든 엔딩을 못 열고 있다. 처음에 운으로 봤던 신문 기사 중 하나는 읽지도 못하고 캡처도 못한 채 넘겨버렸다...(스토리 알거면 캡처하세요. 다신 안 보여줌 아님 내가 운이 안 좋은건가??) 납치 된 아가씨는 이제 인터폰도 잘 안들어준다... 아래층 양반이 커튼 닫아 제끼는게 거슬리는데 힌트인지도 모르겠다. 승질나니 오늘도 문 두들기러 간다....
A very short horror game (one playthrough: 1-5 minutes), but with a lot of endings. Pretty interesting and has a nice atmosphere. [spoiler]Objectively:[/spoiler] 7.5/10
Ich fand das game so toll ich hate spaß mir dabei runter zu holen weil man da stöhn Geräusche gehört hat. ich liebe es.
I did like what I saw of the game, only complaints I have is that you move sooooo slow and that I'd like some in game hints for how to get the other endings. Good game overall!
재밋긴한데 너무 늘어짐 ... 도전과제 수집하는거 좋아하는사람 아니면 걍 배포판으로 해도 될듯
「느려」
Hey, Anybody There? - Director's Cut is a minimalist psychological horror experience that builds tension not through spectacle, but through repetition, silence, and the discomfort of the unknown. Developed and published by Had2Apps, it takes a simple premise—checking on an unresponsive neighbor—and transforms it into a compact, unsettling vignette that relies almost entirely on atmosphere and player interpretation. It’s not a game that overwhelms you with mechanics or narrative exposition; instead, it lingers in the space between action and inaction, where uncertainty becomes the primary source of unease. The setup is deliberately ordinary. You live in a quiet apartment, disturbed by persistent noise from the room next door. Eventually, curiosity or concern leads you into the hallway, where you stand outside your neighbor’s door, knocking, calling out, and waiting for some kind of response. That response never comes in a straightforward way, and the longer you remain, the more the situation begins to feel off. The game thrives on this slow escalation, turning a mundane scenario into something increasingly disquieting without ever fully revealing what is happening. Interaction is extremely limited, but this limitation is intentional. You can knock, linger, return to your apartment, or simply wait, and the game responds with subtle variations. Each playthrough introduces small differences—slight changes in dialogue, timing, or events—that gradually build a larger sense of mystery. There are no puzzles to solve in the traditional sense, no combat systems, and no direct objectives. Instead, the experience is built around observation and repetition, encouraging players to experiment with their actions and piece together meaning from what little is presented. What makes the game effective is how it handles tension. It avoids relying on sudden scares or overt threats, choosing instead to create a persistent sense of unease. Silence plays a significant role, as do the small, almost imperceptible changes that occur between interactions. The longer you engage with the space, the more it feels like something is wrong, even if you can’t clearly define what that is. This ambiguity is central to the experience, allowing the player’s imagination to fill in the gaps in ways that can be more unsettling than any explicit reveal. The Director’s Cut expands on the original version by adding additional details and variations, giving players more pieces of the puzzle to work with. These additions don’t fundamentally change the structure of the game, but they deepen the sense of mystery and provide more opportunities for interpretation. Multiple endings and hidden outcomes encourage repeated playthroughs, turning the experience into something closer to an interactive loop than a linear story. Each run is brief, but together they form a fragmented narrative that slowly takes shape. Visually, the game adopts a simple, top-down presentation that prioritizes clarity over detail. The environments are sparse, consisting of small interior spaces that feel intentionally empty. This lack of visual complexity enhances the atmosphere, making the setting feel isolated and confined. The audio design complements this approach, using minimal sound to heighten tension and draw attention to subtle changes in the environment. Together, these elements create a cohesive mood that supports the game’s focus on psychological discomfort. One of the most distinctive aspects of the game is its brevity. Individual playthroughs can be completed in just a few minutes, and the entire experience is designed to be repeated multiple times. This structure works in its favor, as it prevents the concept from becoming overstretched, but it also limits the depth of the experience. There is only so much variation within the confined setting, and players seeking a more expansive or detailed narrative may find it lacking. Despite its limited scope, the game leaves a strong impression through its restraint. It doesn’t attempt to explain itself fully, nor does it provide clear answers. Instead, it invites players to interpret its events and draw their own conclusions, making the experience feel personal and open-ended. This approach may not appeal to everyone, particularly those who prefer more direct storytelling, but for those willing to engage with its ambiguity, it offers something uniquely unsettling. In the end, Hey, Anybody There? - Director’s Cut is a focused and atmospheric horror experience that succeeds by doing very little—and doing it with intention. Its strength lies in its ability to create tension through simplicity, using repetition and subtle variation to build a sense of unease that lingers beyond its short runtime. It may feel more like an interactive concept than a traditional game, but it is a memorable one, especially for players who appreciate psychological horror at its most understated. Rating: 7/10
엔딩 다보고싶어서 노력했는데 랜덤 에바잖아
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