
The game “Locked Up" is the first project developed in 2020 by the studio EMIKA_GAMES consisting of one person.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 28 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La neta la neta la neta no esta chilo, lo único entretenido son los jumpscares y ya Arriba los loquitos del centro
In the same perfume Emika
Как обычно ничего не понятно но не плохо хах) Осталась последняя игра от автора это "Кусочки меня" слышал она тоже крутая поэтому купил попозже поиграю.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, German*languages with full audio support
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Locked Up, developed and published by EMIKA_GAMES, is a psychological horror experience that builds its identity around confinement, ambiguity, and slow-burning dread rather than conventional gameplay systems. It places the player inside a seemingly ordinary house that gradually reveals itself to be anything but stable, turning familiar spaces into shifting, unreliable environments. Rather than guiding you through a clearly structured narrative, the game prefers to unsettle and disorient, leaving much of its meaning buried beneath subtle environmental changes and fragmented clues. The premise is intentionally vague, offering only fragments of context as you explore. You move through a series of rooms and corridors, interacting with objects and triggering events that slowly reshape your surroundings. The house itself feels alive in a quiet, unsettling way—hallways loop back on themselves, doors lead to unexpected places, and spaces you thought you understood begin to change without warning. There is very little direct explanation of what is happening or why, and that absence of clarity becomes part of the experience. The game asks you to pay attention, to notice small details, and to piece together its story through observation rather than exposition. Gameplay is minimal by design, focusing almost entirely on exploration and interaction. There are no combat systems or traditional puzzles in the usual sense. Progression often comes from revisiting areas, interacting with specific objects, or simply waiting for the environment to shift. This creates a rhythm that is slower and more deliberate than many horror games, emphasizing tension over action. At times, this approach works well, building a sense of anticipation as you move through spaces that feel increasingly unstable. However, it can also lead to moments where progress feels unclear, leaving players wandering without a strong sense of direction. Where Locked Up excels is in its atmosphere. The game relies heavily on sound design, lighting, and environmental changes to create a persistent sense of unease. Subtle audio cues, distant noises, and sudden distortions in the environment contribute to a feeling that something is always just out of sight. When more direct scares occur, they are used sparingly, which helps maintain their impact. The overall experience is less about startling the player and more about creating a sustained sense of discomfort, where the tension builds gradually as the world becomes more distorted. Visually, the game adopts a realistic style that enhances immersion within its confined setting. The house is detailed enough to feel believable at first, which makes its gradual transformation more effective. As the game progresses, these familiar spaces begin to break down, shifting in ways that feel unnatural and disorienting. While the presentation is effective, it also shows the limitations of a smaller-scale project. Animations are limited, and certain interactions can feel slightly unpolished, which occasionally interrupts the otherwise immersive atmosphere. Pacing is another defining element, and one that may divide players. The game moves at a deliberate pace, often requiring repetition and careful observation to trigger new events. This can heighten tension when it works, but it can also feel slow or repetitive, particularly during sections where the next step is not immediately clear. The relatively short overall runtime helps mitigate this to some extent, ensuring that the experience does not overstay its welcome, but it also means that the game’s ideas are explored within a fairly limited scope. The narrative approach is perhaps the most polarizing aspect. By relying almost entirely on environmental storytelling, Locked Up creates a sense of mystery that invites interpretation. For some players, this ambiguity is a strength, encouraging deeper engagement with the world and its details. For others, it may feel too obscure, making it difficult to form a clear understanding of the story or its themes. The game does not provide easy answers, and that choice defines how it is experienced. Despite its rough edges, Locked Up succeeds in delivering a focused and memorable psychological horror experience. It does not attempt to compete with larger titles in terms of scale or complexity, but instead concentrates on creating a specific mood and maintaining it throughout. Its strengths lie in its atmosphere and its willingness to embrace uncertainty, even if that comes at the cost of clarity and accessibility. In the end, it feels like a tightly contained experiment in horror design—one that prioritizes immersion and emotional impact over traditional gameplay structure. It may not appeal to everyone, particularly those looking for more direct interaction or narrative guidance, but for players willing to engage with its slower pace and abstract storytelling, it offers a tense and unsettling journey that lingers beyond its brief runtime. Rating: 7/10
Locked Up made me more angry then scared. The "jumpscares" sucked, it was just random noises that would just randomly happened, the only thing that scared me while playing this game was my homeboy screaming in discord. Plot was predictable, enemies were just randomly appearing and disappearing, and this awful ringing in your ears will randomly happen after very subtle things in the game. Overall terrible experience.
Geliştiricinin tüm oyunları birbiriyle bağlantılı ve bu ilk oyunu. Kısa süren bir indie. 5 zaman dilimi var ve geçmişteki olayları 1980'den itibaren bize anlatıyor. her dönemde aynı evde geçmişi araştırıyoruz. Oyun boyunca vhs görüntüsü var buna alışmak biraz zor ama kötü bir oyun değil. Bu tür oyunlarla kısa olduğu için dalga geçmek çok saçma açıkcası kısa sürdüğü için yayıncı oyunu demek doğru değil. Kendince hikayesini anlatıyor ve bitiriyor. Geliştiricinin oyunlarını listeme aldım. sonraki oyunları da bu sene geliyor.
неплохой хоррор как для первой игры студии, ну если вы ждёте скримеров то тут их практически нету ибо если даже есть то они особо не пугающие, в игре интересный сюжет, постепенное повествование, головоломок в игре нету, просто бродилка
Круто. Прям круто, с учётом что её делал один человек. Атмосферно, жутко, мрачно... и минимально скримеров. Хорошо!
Game is good for first 1 hour but dragged way too long become uninteresting and boring, it’s not fun to go back and forth just to find random display item which not for solving any puzzle. Great atmosphere and environment but the stretched part is so boring
неплохой симулятор ходьбы разработчик делал ее один и это его первый проект много мерцающего света и скримеров которые из-за своего обилия перестают пугать ближе к концу на вечерок топ сюжет раскрыт неплохо да и за свою цену игры разработчика - дар для достижения Locked Up в третьей главе как только мы получаем поралоид идем к месту которое нам показывают в главном меню и с помощью него делаем фото стены над дверью достижение "чего ты ждешь?" требует 10 минут находиться в главном меню плюс к идеальным играм в коллекцию поддержите разраба и покупайте его продукты не пожалел пройдя их все жду EP. 9
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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