
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 →
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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
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Симулятор бесконечной ужасно медленной ходьбы по одинаковому коридору. Ничего не понятно, ничего неинтересно, ничего не пугает. Просто ходишь и вглядываешься в каждый угол. Скип
я понимаю что это первая игра от эмики, но какого ♥♥♥ я должен на протяжении двух часов ходить туда-сюда, еще и приколы со светом бесили
графика класс не страшно вообще хрен поймешь че делать и че жмать тупо прошел ради галочки
Нудная и скучная игра вышла.... Приходиться туда сюда, туда сюда бегать, чтобы хоть что то происходило.... и ждать...
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.
The atmosphere is great for hallway game. Problem with the game like many others is the searching everywhere to get the clue to continue the game. This makes its less of a horror experience then a puzzle game. I got stuck half way and looked up the walkthrough and still the camera did not unlock me to go forward. Disapointing Im sure its a bug but its easy to get out of the horror when a simple mecahinc should be working. I get why people like these older games lots of puzzles but for me way to much hope this helps someone who enjoys horror more then puzzles.
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
So locked up.. This game definitely was terrifying.. Old house, small hallways.. The atmosphere was really present, the game is a bit back and fourth but I think it matches the style. There were not much parts I really jumpscares from, but the overall terrifying feeling was very well present. You can watch my playthrough via link below https://youtu.be/33DbcBwDkoU?is=34z3y-8gHWfY8aJR
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.
---{ Graphics }--- • You forget what reality is •Beautiful •Good Decent • Bad • Don‘t look too long at it • MS-DOS ---{ Gameplay }--- • Very good • Good It's just gameplay •Mehh •Watch paint dry instead •Just don't ---{ PC Requirements }--- • Check if you can run paint • Potato Decent •Fast • Rich boi • Ask NASA if they have a spare computer ---{ Game Size }--- • Floppy Disk Old Fashioned • Workable • Big • Will eat 15% of your 1TB hard drive • You will want an entire hard drive to hold it • You will need to invest in a black hole to hold all the data ---{ Difficulty }--- •Just press 'W' • Easy •Easy to learn / Hard to master Significant brain usage • Difficult (to muchh searching) • Dark Soul ---{ Grind }--- Nothing to grind • Only if u care about leaderboards/ranks • Isn't necessary to progress •Average grind level • Too much grind •You'll need a second life for grinding ---{ Story }--- • No Story • Some lore Average •Good • Lovely •It'll replace your life ---{ Audio }--- • Eargasm •Very good • Good Not too bad • Bad • I'm now deaf ---{ Audience }--- • Kids Teens Adults • Grandma ---{ Game Time }--- •Long enough for a cup of coffee •Short Average (indie, 1.4hr) •Long • To infinity and beyond ---{ Price }--- •It's free! •Worth the price If it's on sale •If u have some spare money left • Not recommended • You could also just burn your money ---{ Bugs }--- •Never heard of Minor bugs •Can get annoying • Cyberpunk •The game itself is a big terrarium for bugs ---{ scary level }--- •You won’t sleep tonight Terrifying • Pretty scary •Just a little creepy • A 4 year old could play this ---{ Jumpscares }--- • Terrifying Solid •Decent •Weak •Lame ---{ Atmosfeer }--- •No tension, feels emptyno tension, feels empty •Small hints of creepiness •Tension rising, unsettling environment Strong horror presence, emotionally heavy •Masterfully terrifying, every moment feels dangerous ---{ ? / 10 }--- •1 •2 •3 • 4 •5 • 6 7 •8 • 9 • 10
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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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