
Who Knocks is a first person psychological horror game that will make your nightmares come true. You have just moved into a new home. Welcome the presences that will knock at your door. Solve puzzles, explore the environment and fight your nightmares.
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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, Italian, French, German
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Too muck backtracking for every little thing you need. Have spent 4 hours just walking around looking for things that weren't there 20 minutes ago and now they are there WTF? This game has crashed 4 times in 4 hours... 2 times i hadn't saved and had to replay 30+ minutes. Game was poorly put together
一人称視点のサイコホラー ゲームは謎解きだけでなくアクションもあります 舞台はインディーホラゲでよく見かける、あの家 もはや自分にとっては実家のような安心感があります とは言え、それでも良い緊張感を味わえました トレーラーに宇宙遊泳してる場違いなシーンがあります どういうことなのか?後々分かります いや、なるほどねって感じですね 最後の締めも良かった 思った以上に良作ホラゲでした 気になったのはスタミナが切れるのが速いこと スタミナなしで無制限に走らせてほしかった 海外の不評レビューを見るとリリース直後はバグがあったみたいですね ただ、自分は遭遇せずにクリアできました おそらく、ほぼほぼ修正されていると思われます あっでも実績が取れないバグはあります クリアしたのに2つしか取れませんでしたw
J'ai bcp aimer ce jeu! il ma fait bien sursauter et les énigmes sont sympa ! je recommande
meh... non malaccio, ma manco chissà cosa
♥
Der Anfang war echt super, das Spiel hat Spaß gemacht. Bis zu einem Part mit Püppchen und der plötzlichen Wendung der Geschichte, die mehr als albern und nervig war. Sehr schade.
Loved the game. Amazing visuals and I love the music. The story is great. Was on the edge of my seat the whole time. Scared me...a lot. for 1 developer, it's amazing.
J'ai bien aimé ce jeu ! Les mécaniques sont plutôt simples à comprendre, on est assez bien dirigé sur ce qu'il faut faire. Des jumpscares sympas au fil de l'histoire et un changement de décor assez surprenant en cours de route. Agréable à jouer, je recommande pour ceux qui aiment les petits jeux d'horreur indé.
Who Knocks is a first-person psychological horror experience developed by Daniele Doesn't Matter and published by Doesn't Matter Games. Instead of relying on relentless action or excessive jump scares, the game builds its identity around an oppressive atmosphere and a mystery that slowly unfolds with every unsettling encounter. The story follows Noam Elfer, a man who has recently settled into a quiet home in the countryside hoping for a fresh start. His peace is shattered when mysterious figures begin knocking on his front door, each carrying the burden of an unfinished tragedy. What initially feels like a series of supernatural encounters gradually reveals a deeper narrative that explores grief, regret, and the hidden scars left by personal trauma. The game's premise immediately establishes an eerie tone, and it successfully maintains that feeling throughout most of the adventure by blending supernatural horror with emotional storytelling. The game's greatest accomplishment is the way it transforms an ordinary house into a place that constantly feels hostile and unpredictable. Every hallway, room, and dark corner carries an unsettling presence, making exploration tense even when nothing appears to be happening. The limited visibility provided by the flashlight forces players to proceed cautiously, while the carefully crafted lighting creates countless opportunities for paranoia to take hold. Complementing the visuals is an impressive soundscape filled with distant footsteps, unexplained knocks, whispers, creaking floorboards, and subtle ambient effects that make silence just as unnerving as louder moments. Rather than overwhelming players with constant frights, the pacing allows suspense to build naturally, creating an atmosphere where fear comes from uncertainty instead of cheap surprises. This restrained approach gives every supernatural encounter greater impact. Exploration forms the backbone of the gameplay, encouraging players to search the house for clues, hidden objects, and important items connected to each mysterious visitor. Every spirit that arrives at Noam's door presents a different mystery, requiring careful investigation to uncover fragments of their past and understand why they continue to haunt the living. Environmental storytelling plays a significant role, rewarding observant players who pay attention to notes, objects, and subtle visual details scattered throughout the home. Puzzle-solving is integrated smoothly into the progression, offering challenges that are generally logical without becoming overly complicated. Although some objectives require revisiting previously explored locations, changes in the environment and the constant threat of paranormal activity help prevent the backtracking from becoming overly repetitive. While psychological tension remains the primary focus, the game occasionally introduces combat to increase the intensity. Armed with simple weapons such as an axe and eventually a firearm, Noam faces disturbing manifestations that symbolize his deteriorating mental condition more than traditional enemies. These encounters are intentionally straightforward, emphasizing survival and desperation rather than elaborate combat mechanics. Players expecting fast-paced action may find these sequences somewhat simplistic, but they fit the overall design philosophy by supporting the narrative instead of distracting from it. Horror remains the central experience, with combat serving as another tool to reinforce the protagonist's emotional struggle. The narrative is where Who Knocks truly distinguishes itself from many independent horror titles. Each ghostly visitor possesses a tragic history that gradually intertwines with Noam's own life, transforming seemingly isolated hauntings into pieces of a much larger psychological puzzle. As more secrets come to light, themes of guilt, acceptance, loss, and fractured memories become increasingly important, giving emotional depth to every encounter. The game encourages players to think beyond the scares by presenting supernatural events that reflect the protagonist's internal conflicts. This layered storytelling culminates in revelations that reshape the player's understanding of earlier events, making the journey feel cohesive and thoughtfully constructed rather than simply episodic. Visually, the game delivers an impressive presentation considering its independent origins. The environments are richly detailed without becoming cluttered, and the lighting effectively manipulates visibility to sustain tension. Character models for the supernatural entities strike a balance between disturbing and believable, making each encounter memorable without relying on excessive gore. Combined with immersive audio and strong environmental design, the visual presentation reinforces the feeling of isolation that defines the entire experience. Although occasional stiff animations and modest production limitations reveal the game's indie roots, they rarely diminish the overall immersion. Who Knocks is not without flaws. Some exploration sequences can occasionally slow the pacing, particularly when searching for specific items, and certain puzzles may feel familiar to veterans of the horror genre. The combat mechanics are functional but lack the refinement and depth found in larger productions. Even so, these shortcomings never overshadow the game's strongest qualities. Its commitment to psychological storytelling, atmospheric world-building, and carefully paced suspense creates an engaging horror experience that values emotional impact as much as fear. Players who appreciate narrative-driven horror adventures with an emphasis on mystery and psychological tension will find plenty to enjoy. While it may not revolutionize the genre, it confidently delivers a memorable and unsettling journey that lingers long after the final revelation. Rating: 7/10
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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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