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Granny Horror

New
Dim corridor of an old house seen from a first person view in an escape horror game
  • Genre Puzzle games
  • Players 1
  • Session 10 min
  • Price Free
  • Updated

An old house, a locked front door and a limited number of attempts to work out how to open it. There is nothing to fight with. The only mechanic that matters is sound: floorboards creak, dropped objects clatter, and every one of those noises tells the occupant exactly where you are. The house is learned across failures, and each failed escape leaves you knowing one more room, one more hiding place and one more board to avoid.

Controls
WASDMove, and walk slowly to stay quiet
MouseLook around
E or left clickPick up, use and place objects
Right clickSet an item down gently instead of dropping it
CCrouch
Hide keyGet under a bed or into a wardrobe

How to play Granny Horror

  1. Walk rather than run for the first minute of every attempt. Establishing where she is beats covering ground quickly.
  2. Place objects down instead of dropping them. A dropped item is a noise that travels through the whole house.
  3. Learn the loud boards. Every floor has them, and stepping round one is the difference between an escape and a restart.
  4. Hide immediately when you hear footsteps approaching, and stay put. Moving while she searches is what gets people caught.
  5. Treat each attempt as reconnaissance. Finding one new item is progress even if the day ends badly.

Tips

  • Search the same room properly rather than three rooms hastily. Half-searched rooms are why people repeat days.
  • Noise you make on one floor draws her off another. That can be used deliberately once you know the layout.
  • Keep a mental list of locked things. Most items you find are the answer to something you have already seen.

Questions about Granny Horror

Can I fight back?

No. There are no weapons in any meaningful sense, and the only responses to being found are hiding or running.

How many attempts do I get?

A handful of in-game days. Each failure costs one, and running out means starting the house again.

What actually gives me away?

Sound. Running, dropping objects, opening things carelessly and stepping on the wrong boards all carry.

Is the house the same every time?

The layout is, which is the point. Knowledge carried over from a failed attempt is the real progression.

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