
As an employee of a night security firm, your first night on the job might be your last, as strange events push your sanity to the limit.
Modeled estimate, not a reported figure. How we estimate →
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About
S T R A N G E N I G H T
Strange Night is a first-person psychological horror game where the player monitors cameras and must make periodic rounds.
The game begins after a mysterious man hires a night security firm to work in his apartment. However, the staff did not anticipate the fear and madness lurking behind this place.
Strange Night is inspired by the atmospheric environment of P.T. and the tension of working with cameras, which adds a bit of FNAF's suspense.
For the best user experience, the game can only be played between 10:00 PM and 7:00 AM.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
итак, хоррор неплохой, пару раз испугать может но если вы тупой как я то когда вы доберетесь до сейфа то лучше посмотреть гайд по коду чем ebaть свой мозг. мне понравилась девочка-смехуятина как она своих бывших в стену zahuярила и пытается с гг сделать так же т.к он изменил ей с бывшим
Muito bem feito , cara que medo
bad visual no horror only scrimers
Хоррор игра про....ночного охранника? - Наверное. В общем сидим смотрим по камерам и иногда ходим по дому. Пугаемся звуков и мистики. Скримеры: присутствуют Монстры, способные убить: отсутствуют Страшная ли игра? - Да, в неё было страшно играть и я пугался большинства резких скримеров, но она однообразная, душная и имеет баги. Большая часть игры построена на том, что ты просто стоишь на месте и 5 минут смотришь по сторонам/в камеру и т.д, и ждешь нагнетания атмосферы, без шуток, ты просто 5 минут втыкаешь или ходишь, и резко в какой то момент происходит скример. Вывод: игра проходится за 30-40 минут, да, игра может напугать резкостью, но 210 рублей это не стоит, да и рекомендовать из за душности я бы не стал
O jogo tem uma premissa bem simples e uma mecânica mais simples ainda. O jogo é voltado para um terror de jump scare, o maior problema disso é que são sempre os mesmos jump scare e meio que do mesmo jeito. Isso faz com que depois de um tempo você nem assuste mais. Não é um jogo ruim, mas também não acho que é um jogo bom.
Strange Night, developed by Labory and published by SA Industry, is a compact psychological horror experience that builds its identity around tension, confinement, and a steady sense of unease. Rather than relying on complex mechanics or elaborate systems, it strips the experience down to a few core ideas and attempts to extract as much atmosphere as possible from them. The result is a game that feels intimate and experimental, focusing more on mood and anticipation than on traditional gameplay depth. The central loop revolves around monitoring security cameras and periodically stepping out into a dimly lit environment to investigate disturbances. This structure creates a deliberate contrast between observation and vulnerability. While watching the monitors, there is a sense of cautious control, but the moment you leave that space, the game shifts into something far more uncertain. The lack of combat mechanics reinforces this tension, as players are left without any real means of defense, relying instead on awareness and timing. It’s a design that encourages hesitation, making even small decisions—such as whether to check a noise—feel significant. One of the more distinctive aspects of Strange Night is its attempt to blur the line between the game and the player’s real-world environment. By encouraging or even restricting play to nighttime hours, it aligns the player’s surroundings with the game’s setting. This idea is clever in theory, as it enhances immersion and makes the experience feel more personal. Sitting alone in the dark while playing a game about isolation and surveillance can amplify its psychological impact. However, in practice, this feature can feel more like a gimmick than a meaningful addition, especially for players who prefer flexibility in when they play. Atmosphere is undeniably the game’s strongest element. The environment is deliberately minimal, with narrow spaces, low visibility, and sparse visual cues that force players to rely on sound and intuition. Audio design carries much of the tension, using ambient noise and sudden disruptions to keep players on edge. The game often thrives on anticipation rather than direct confrontation, creating a lingering sense that something is wrong even when nothing is immediately happening. When these elements come together, the experience can be genuinely unsettling, capturing the quiet dread that defines effective psychological horror. That said, the reliance on atmosphere also exposes the game’s limitations. Because the mechanics remain largely unchanged throughout, the experience can start to feel repetitive once players become familiar with its patterns. Moments that are initially tense may lose their impact over time, especially when the game leans on predictable cues or familiar horror techniques. Without new mechanics or escalating complexity, the sense of progression is limited, and the tension can plateau rather than build. The narrative follows a similarly restrained approach. The premise of a seemingly routine job that gradually reveals something more sinister is compelling, but the story is delivered in fragments, leaving much of it open to interpretation. While ambiguity can be a strength in horror, here it sometimes feels like the ideas are not fully developed. Players are given hints of a larger mystery, but the game stops short of exploring them in a way that feels satisfying or cohesive. From a technical perspective, the game reflects its indie origins. Visuals are simple, with environments that prioritize function over detail. Lighting is used effectively to create mood, but it can also make navigation frustrating in certain moments. Controls are straightforward, though not particularly refined, and occasional rough edges in presentation can break immersion. These issues are not overwhelming, but they do highlight the game’s limited scope. Ultimately, Strange Night is a focused but uneven horror experience that succeeds in creating moments of genuine tension while struggling to sustain them over time. Its strengths lie in its atmosphere and its willingness to experiment with immersion, but its lack of mechanical depth and narrative development prevent it from leaving a lasting impression. It feels like a promising concept that doesn’t fully evolve into something more substantial, making it best suited for players looking for a short, mood-driven horror experience rather than a deeply engaging one. Rating: 6/10
J'ai pris le jeu juste pour avoir l'emote du couteau pour avoir une ref a Omori sur mon profil, mais il est bien eteint je sais meme pas pk je note ce jeu meme
ai ai, só o games eduuu pra me fazer jogar um jogo desses kkkkkkkkkkkkkkk O jogo é bem meia boca. História mais que simples (e sem sentido). Sustos fracos (que só assustam com o barulho). E que é basicamente uma copia do P.T, além do modelo stock da mulher que te assusta. E gastar 17 reais com isso? Pelo amor. E além do mais, como o scroll do meu mouse tá quebrado, eu nem consegui jogar quando eu comprei! Demorei meses até jogar por causa dessa porra. Que jogo usa o scroll do mouse pra interagir? Os controles e a gameplay do jogo são uma porra, nem dá pra ajustar a sensibilidade!!! Esse jogo podia ser bem melhor (até mesmo na cena indie), ter uma história melhor, e ter melhores sustos. No geral, 5/10. Não vale o preço de 17 reais nem a pau. (Comprei por 1 pila).
123
The game is very slow, starting with the character movement. You play as a guard checking the cameras Five Nights at Freddy's style, but instead of the fast tense moments, it's the complete opposite. You just wait and turn off alarms.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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