There is an unusual cabin deep in the woods. It had served as a laboratory and a dwelling for three generations of Lodgers. But as of late the latest Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something odd is coming out of the woods.
출시 날짜: 2013년 10월 4일
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Knock-knock 구매

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The Mobile Lodger

2014년 3월 7일

Some of you have asked, and we're delivering! Namely, we-re delivering {링크가 삭제되었습니다 - 스팸을 올리지 마시고 사기를 조심하세요.}Knock-Knock for iOS.

Mobile devices really seem to suit Knock-Knock great. Now people can play it in their bed, in the woods, or during commuting. The Lodger's life has always been in your hands, but not quite this literally. So if you're interested in knock-knocking with your bare fingers, go ahead! Oh, and if you do, we'd be thankful for some stars. Stars are nice.

Have fun and spooks!

댓글 3 개 더 읽어보기

A Small Linux/Mac Fix

2014년 1월 6일

Just a quick note to let you know that we've released a very small update that should hopefully fix problems with the Linux and Mac versions of Knock-Knock not launching. Hope your New Year is starting well!

Мы выпустили крошечный апдейт; по идее, он должен исправить проблемы с Mac- и Linux-версиями игры (они не запускались). Надеемся, новый год у вас начался отменно!

댓글 2 개 더 읽어보기

Steam Greenlight

게임 정보

There is an unusual cabin deep in the woods. It had served as a laboratory and a dwelling for three generations of Lodgers.

But as of late the latest Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something odd is coming out of the woods. Come night, it seems like someone's made himself at home in the twilight of rooms, attics, and cellars.

You need to stay awake and sane till dawn.

The Lodger is wandering the rooms, evading the unknown, counting minutes till morning. But it's only in the night that he can solve the main puzzle and find the answers. What's going on? Are the Guests real, or are they just figments of his insomniac imagination? What'd happened to the forest? What's happening to the cabin? Is there a line between reality and imagination?

Gameplay details

  • Hide! Play hide-and-seek with denizens of your nightmares.
  • Don't look now! The goal of each night is to reach dawn while still sane.
  • Fill in the gaps. The house aids the Lodger. You only have to fix it up and keep it in order.
  • Seek. The Lodger has lost something very important. The reason for what is happening is somewhere inside. Everything that is happening can be explained, you only need to find the key and bring it to light.
  • Wait. In this game you need to watch and listen carefully. Inspect and scrutinize. You only have to last until the sunrise.
  • Follow the rules of the game! Of course you must first understand the game being played with you.

시스템 요구 사항 (PC)

    • OS: Windows XP or later
    • Graphics: GPU that supports shader model 2.0
    • Hard Drive: 700 MB available space

시스템 요구 사항 (MAC)

    • OS: Mac OS X 10.5 or later
    • Graphics: Intel HD Graphics 3000
    • Hard Drive: 700 MB available space
    • Graphics: Intel HD Graphics 4000

Linux 시스템 요구사항

    • OS: Ubuntu 10.10 or later
    • Graphics: GPU that supports shader model 2.0
    • Hard Drive: 700 MB available space
유용한 고객 평가
131명 중 118명(90%)이 이 평가를 유용하다고 평가했습니다.
446 개의 게임 보유 중
평가 103 개
3.4 시간 기록
Knock-Knock is the proof that video games really can be an art. It is a very deep and complicated game. It is not a horror nor a puzzle game, and critics who blame the game for not being scary or something like that have completely missed the point. Knock-Knock doesn't just tell you a story, it plays with your mind and asks YOU the questions.
게시 일시: 2013년 12월 4일
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38명 중 33명(87%)이 이 평가를 유용하다고 평가했습니다.
94 개의 게임 보유 중
평가 42 개
8.8 시간 기록
{링크가 삭제되었습니다 - 스팸을 올리지 마시고 사기를 조심하세요.}

To conclude, Knock Knock is certainly a very different type of slow methodical game that relies on its solitary experience, the unexpected and its simplicity to ram home its point - which it does with an unabashed aplomb. And to think that fixing light bulbs in a game could be considered interesting is well proven here and it's this factor which makes the game a joy to play - even if you don't "get it" right away. For the asking price, the entertainment value is well worth it and a must play game if you like unconventional gems such as this one.

Score 8.5/10 - Review by Robert Cram
게시 일시: 2013년 11월 26일
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17명 중 17명(100%)이 이 평가를 유용하다고 평가했습니다.
227 개의 게임 보유 중
평가 12 개
6.8 시간 기록
I can recommend this game only to those who are not afraid of experiments: few gameplay, lots of reflection and, perhaps, a pinch of horror.
게시 일시: 2014년 1월 5일
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15명 중 12명(80%)이 이 평가를 유용하다고 평가했습니다.
178 개의 게임 보유 중
평가 11 개
3.0 시간 기록
Despite of not a very successful projects by studio Ice-Pick Lodge, the game "Knock-knock" shew up very good. The main point of the game - survival. But that point isn't fascinating, as the means to achieve it.

The story tells us about the Lodger - a withdrawn person, recluse, who lives in the forest. There is only the forest, surrounding the house, but it isn't so creepy as the residence of the protagonist. Strange things happen here: things get lost, heard extraneous steps, someone knocking at the door...

Gameplay is limited in inclusion of lightbulbs in rooms, playing with somedoby invisible "Hide-and-seek" from an unknown entity, and solving the riddles. As for indie-horror it's amazing.
Scary sounds sometimes are forced to stop and think what to do next, which cannot be unenjoyable. The clock ticks, floor squeaks, you hear strange quite voice - all this creates its own atmosphere.

In total, this game isn't so bad, as many people think. I really enjoy it, when I played. My first and last advice for this game is to listen to the advice of the developers: all you need for playing is solitude and dark, qiute place.
게시 일시: 2013년 11월 29일
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7명 중 7명(100%)이 이 평가를 유용하다고 평가했습니다.
415 개의 게임 보유 중
평가 105 개
7.3 시간 기록
[English text written below]

Московская студия Ice-Pick Lodge - признанные ветераны отечественной инди-сцены и по совместительству приверженцы нестандартного подхода к созданию игр, включающих как эзотерические, так и философские аспекты. Проще говоря, экспериментаторы, ставящие не на внешнюю атрибутику, но на глубину подачи, осмысление происходящего и художественное наполнение. Не возьму на себя смелость утверждать, что все предыдущие проекты студии были одинаково успешны, скорее создавали шумиху и разделяли игроков и критиков на 2 непримиримых лагеря: одни говорили "Шедевр", вторые парировали - "Пустышка, не стоящая выеденного яйца". Истина, как водится, где-то посередине...

Проект-ужастик Knock-Knock (или "Тук-Тук-Тук" для отечественной публики) ближе к интерактивной инсталляции, чем к игре. Главный герой - некий Жилец, похожий на безумного профессора, просыпается среди ночи и понимает, что в его огромном доме что-то не так. Задача - бродить по комнатам, включать (или наоборот, выключать) свет, прятаться от лесных чудищ и приближать приход рассвета. Перевод стрелок часов вперед ускоряет процесс, попадание в лапы к местным жутким обитателям наоборот, замедляет. Уровни сменяют друг друга, чередуя прятки с призраками в доме у Жильца, и этапы где мы бродим по темному лесу, пытаясь найти дорогу к родному крыльцу. На словах звучит загадочно и интригующе. Отчасти это так. Игра не пугает так, как большинство иных страшилок. В ней ощущаешь себя неуютно, неспокойно, ощущения нереальности происходящего, словно очутился в чьем-то кошмарном сне, не покидают ни на минуту. Это заслуженный плюс.

Заслуженный минус в том, что игровой процесс очень однообразен. Первые пара часов определенно лучшие из тех, что вы потратите на игру. Представьте: вы все еще пытаетесь понять что происходит, кто-то постоянно выключает свет, хлопает дверьми, по дому шастают какие-то твари из леса, а солнце все никак не спешит вставать из-за горизонта! Когда же картина более-менее проясняется, механика и суть становятся понятны, а в финале вас поджидает ловушка, из-за которой вся игра может пойти насмарку, тут уже не каждый сможет найти в себе силы повторить забег.

Тем не менее, за смелость, неординарный подход и любопытный нарратив, я порекомендую Knock-Knock. Но предупреждаю, арт-хаус, он всегда на любителя. Арт-хаус игровой - на любителя вдвойне. Арт-хаус игровой российский - на любителя втройне.

Russian game development studio Ice-Pick Lodge based in Moscow, is a group of acknowledged indie-genre veterans focused on peculiar and non-typical gameflow and implementation, also including esoteric and philosophical aspects. In short, a buncg of brave pioneers, emphasizing not on visuals, but on depth, comprehension and artistic view. I can't say all of the projects the studio had released were success, but one thing is for sure - each of them devided both players and critics on 2 struggling groups - one group was assured they were masterpieces, while the other one considered them as pure slapstick.

Horror project (sorry, I can't call it a game) Knock-Knock lies closer to interactive performance than to your typical game. Main hero - weirdly looking fellow with "nutty professor" heircut and appearance, wakes up in the middle of the night and realizs he's not alone in his huge house. Our task is to wander around the house, turning on (or off, depending on the situation) the light, hide or run from forest monsters and do anything it takes to hasten the daybreak. Levels change each other and follow one by one - first we play hide and seek in weird guy's residence, then we find ourselves in the deep dreadful forest, making our way to the house. Sounds intriguing. And, to a certain degree, it is. The game is not that scary as it may seem. It gives a feeling of loneliness, helplessness, disturbance. It feels like you're actually inside of someone's head having a nightmare.

As a downside, the whole process is very repetitive. And that's a big minus! First 2 hours would be the best you might spend on playing Knock-Knock: you still try to figure out what the hell is going on, something or somebody cuts off the light, slams the doors behind your back, house is filled with ghosts and the dawn is still on it's way! But once you get the picture, mechanics become clear and you stumble over a "booby trap" in the end of the game which makes you start the nightmarish journey from the beginning... I doubt many out there would like to repeat the run.

Nevertheless, I take the liberty to recommend the game to all art-house lovers for it's delicate, non-typical approach and deep narrative. But don't tell me I didn't warn you!
게시 일시: 2014년 1월 11일
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