
Killer Frequency is a first-person horror puzzle game set in 1987, that puts you in the role of a late-night radio talk show host in small town America whose callers are being stalked by a mysterious killer.
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Media

About
The year is 1987, and as the clock strikes midnight in small-town Gallows Creek, USA, former big city radio DJ Forrest Nash is live on air in what will turn out to be the graveyard shift of a lifetime...
In this horror comedy, you must solve puzzles to save callers from being hunted down by a mysterious killer. Where every call is life and death, can you save the inhabitants of Gallows Creek?
Step into the shoes of a late-night radio talk-show host – new in town and fallen from grace. The Police Chief is dead… so the townsfolk turn to you for help, as apparently you, Forest Nash are the only person in town who can run a phone line.
Use branching dialogues to interact with a variety of eccentric small-town personalities including potential victims and suspects. Explore your surroundings, gather clues, make decisions, solve satisfying riddles, and try to help each of your callers survive the night.
Jump back in time to 1987 with this slasher inspired puzzler – explore an authentically detailed radio station and interact with dozens of physics-based objects straight from a bygone era, including a working cassette and record player. With a fully voiced cast and a killer original soundtrack of 80's inspired tunes from rock classics to synthwave!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean*languages with full audio support
Engagement
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Absolutely fantastic game. I love the atmosphere and the feel of the gameplay and world. Not too awfully scary. More creep than anything.
A [i] killer [/i] soundtrack, a well-crafted nostalgia-fueled art design, inspired voice acting, clever and funny dialogues, a fantastic finale — hell, not even Ponty's Pizza themselves — can save us from the absolute snooze-fest that is “Killer Frequency”'s gameplay design. If I'm to find a positive though, I would say the game's main advantage—an advantage I believe even fans of a slower, self-paced gaming experience would appreciate—is its short playtime.
good story, if you didn't find or fully understand the clues that reveal the killer it doesn't really make sense, and the game doesn't make it super clear unless you look closely at what seems like filler content
The first hour didn't really sit with me that much, but I still told myself to give it a shot. And honestly, I kinda liked it. I think it's like a solid 7/10 for this game. Biggest minus I can think of is the handholding you get during every "call".
6/10 The first time I've reviewed a game and genuinely had to deeply consider whether to recommend it or not. I mean, as a puzzle game, it's pretty fun. Even so, it kind of struggles as a story game, as the somewhat patronizing dialogue punishes you for attempting to work the plot out on your own by having the two protagonists explain it all in painstakingly long detail after every call, and there is no option to skip the long, repetitive dialogue on replays, which makes achievement hunting genuinely painful. Moreso, the dialogue is kinda meh? Like, it has some really good moments, but sometimes it feels so flat. It's hard to explain without spoilers, but the protagonists have very little stake in the story, and it sometimes feels like they barely even care about the killer they're trying to stop - especially on any run other than the pacifist run, as the dialogue barely changes regardless of how many people die. Like, most dialogue in an all-dead run boils down to "oh no kevin and his seven orphan hamsters just ♥♥♥♥♥♥♥ exploded on call with us and it was kind of our fault... Anyway, here's some banging tunes. Who's craving some cheetos right now". The protagonists come off as so apathetic that it kinda rubs off on you, and by the end you just don't really care who lives or dies. I would appreciate it if Forrest could just show a tiny bit of mental deterioration after witnessing like 10 murders in a row and being partly responsible for all of them. With all that said, the villain is really well written, and the characters (if a little two dimensional) have a lot of personality. The plot also comes together pretty nicely by the end. The dialogue is decent enough for a single playthrough, even if, on a replay, it makes a four hour game feel like a twelve hour soap opera. None of the puzzles are particularly hard, but the atmosphere makes it a stressful enough experience that every successful solve feels very cathartic. I enjoyed exploring around the house too. I would recommend this to fans of mystery series and puzzle games, but would warn any completionists that this game will get frustrating quickly. To be honest, I've probably been a little too harsh on this game since the achievement hunting left such a bad taste in my mouth, but in my opinion if achievement hunting can ruin a game, it's probably not a perfect game anyways. It's interesting enough to be worth a play, but its definitely a flawed experience.
I had so much fun with this game. The art design, the vibrant colors, the music and sound design, and the voice acting; it all comes together for one hell of a ride. The puzzles are fairly straightforward but not so easy that it becomes boring. This would have been a 10/10 game for me except for a couple of things. The first thing is that one of the puzzles was not the most intuitive. It was the one with the journalist, and even though I got through it with him alive, it was mostly by chance. That one was confusing and STILL makes little sense to me. The one thing that really ruined this game for me though was the puzzle with Jason. [spoiler] I had gotten a perfect run so far, all the would-be victims were alive. I went into the basement to find the person who needs to be sent to Jason to help him. I pressed the intercom once to ask Peggy for advice. Then I did it again, assuming it might unlock new dialogue or at least just have her repeat the same dialogue. This was after I had already found the passcode to the safe btw (that was the main clue for this puzzle), I was just curious what would happen. But then Peggy sends some random person to help Jason instead of John and the game does not give you the option to stop her or do anything differently. This was the first time the game had done this, because I had been able to f*** around and explore my surroundings and dialogue options up until that point, without the game locking me into a random choice. The game would always wait for me to find the clues before progressing with the puzzle, so this was like an actively hostile gotcha moment from the devs and I felt insulted. Jason died and it ruined my perfect run and I am still pissed. I had initially thought it was a bug or something because I was so confused how this could happen. The fact that it was intentional makes it so much worse. [/spoiler] Lastly, I despised Peggy. We spend most of the game talking to her and she is such a cowardly loser. She spends the whole game locked in her stupid producer room, never bothers to help in any way, and makes a really dumb choice near the end. Then has the gall to keep acting like we did this as a team. I also wish there was a better epilogue, one where Forrest becomes popular again and has to choose between going back to the city or staying in Gallows Creek. We could have also seen where all the characters we saved ended up, but maybe that would have been too much work for the devs. I would still recommend this game because it's really quite good most of the time. Not brilliant, but good enough.
Took about 5 hours, and its pretty good! Sometimes it was a bit boring just continously listening to dialogue but still a fun experience. I was actually getting angry when we had to keep going to the basement like hello lets actually be serious wasnt there a whole killer.
I love playing games like these and I enjoyed listening to each song and caller while trying to help them survive! Nice chill game that hopefully they'll make more of!
Za mną kolejne spotkanie Gamingowego Book Clubu. Zmierzyliśmy się tym razem z grą, która ma bardzo cenioną przeze mnie cechę. Otóż patrząc okiem deva wyraźnie widać, że twórcy przyjęli pewne założenia, które pozwoliły im ograniczyć koszty produkcji tworząc produkcję, gdzie braki budżetu są niemal niewidoczne. Killer Frequency to narracyjny thriller opowiadający o tajemnicy seryjnego zabójcy w małym amerykańskim mieście. Gracz jest natomiast w tym wszystkim postawiony w roli prezentera radiowego, do którego dzwonią słuchacze, a my pomagamy im poradzić sobie z atakami owego zabójcy. I teraz pomyślmy, często twórcy walking simów robią właśnie taką narrację, że główny bohater rozmawia z kimś przez radio. Żeby nie pokazywać i nie animować postaci. Jak w takiej sytuacji pokazać wiele postaci? Oczywiście słuchowisko radiowe ktoś to w pytę przekminił. I to też nie jest motyw na siłę wrzucony do gry, bo klimat bycia speakerem w radiu jest zdecydowanie świetnie oddany i jeszcze podlany klimatem lat 80. Wspomniałem tu o walking simach, jednak jestem daleki od nazywania nim Killer Frequency. I to nie dlatego, że chodzi się dość mało (choć to prawda). Chodzi bardziej o obecność gameplayu. Każda dzwoniąca do nas osoba to kolejna zagadka do rozwiązania jak ją poprowadzić by nie zginęła. A zginąć może i fabuła toczy się dalej. Zagadki są w ogólności dobrze zaprojektowane, choć przyznam, że czasami rozwiązywanie ich w napięciu całej historii było trochę bardziej stresujące niż bym chciał. W temacie historii mogę powiedzieć, że o ile jest dość sztampowa i są momenty, gdzie pewne fakty są szyte grubymi nićmi to zdecydowanie potrafi trzymać w napięciu. Daje nam też przestrzeń do własnego rozkminienia całej intrygi, którą też uważam za zadowalającą. Trzeba przyznać, że gra ma pewne problemy z usability. Pierwsza sprawa i to od razu padło na book clubie. Nie da się biegać. To nie taki problem jak by się mogło wydawać, bo większość czasu siedzimy za djową konsoletą, ale problem tak czy siak. Dodatkowo manipulacja przedmiotami jest janky. Nie tak żeby zniszczyć grę, ale wystarczająco by się nieraz zdenerwować. Pomijając jednak te narzekania Killer Frequency to dla mnie bardzo łatwa rekomendacja. Jest tu wystarczająco solidnych i unikalnych rzeczy, żeby zadowolić fanów gier narracyjnych, detektywistycznych oraz horrorów i thrillerów. Szczególnie że nie jest jakoś przesadnie długa.
Absolutely amazing game. The puzzles are nothing difficult to figure out, but it really does a good job of putting you on the spot. Also if you have some uncomfortable situation going on that's occupying your mind this game helps you forget about it for at least a while, especially towards the end. There's really no reason not to try this game in all honesty.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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