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.
User reviews: Very Positive (624 reviews) - 89% of the 624 user reviews for this game are positive.
Release Date: Oct 4, 2013

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Recommended By Curators

"It is almost cute. It is almost iconic. It is almost remarkable. It is deeply sinister. And it is one of the best games I played in 2013."
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Recent updates View all (8)

September 23

Knock-Knock PS4 safe to buy

The long and winding story of Knock Knock PS4 pricing has finally come to a close. It's been an enlightening experience; we've come to realize that it is essential to research anything that seems obscure to you in excruciating detail (unless you're the Lodger). Also that PSN only has three regions.

The current price is 8,99 EUR, and it's final. If you've been waiting for the pricing situation to resolve, there's no more need to wait until dawn: now is the perfect moment to finally buy the game. Thank you for your patience—and have a good spook!

1 comments Read more

September 11

Knock-Knock PS4 Release

Yesterday, Knock Knock arrived on PS4. It's a very important breakthough for our studio: the first Ice-Pick game on consoles ever!

Please don't buy it.

Not yet. Not if you live in Europe, anyway.
The thing is, due to certain complications, the current price of the game is thrice as high as we've planned. Regional prices are a very important matter—and the current price tag is simply unfair for certain economies. We've misjudged the flexibility of the PSN service, and now, as a compromise, we're working on lowering the PSN price of Knock Knock to €5 across all Europe. It will be updated on September, 18th.
We suggest you refrain from buying the game until then—it wouldn't make sense to pay more since we're unlikely to be able to provide you with additional benefits.
If you live in Europe, have already purchased the game, and feel unhappy with the price situation, please contact us at and we will try to figure out something.
The North American price of Knock Knock will remain unchanged, so you're welcome to try the PS4 Knock Knock experience right away.
Thank you for your attention and for the patience.

6 comments Read more

Steam Greenlight

About This Game

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.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP or later
    • Graphics: GPU that supports shader model 2.0
    • Storage: 700 MB available space
    • OS: Mac OS X 10.5 or later
    • Graphics: Intel HD Graphics 3000
    • Storage: 700 MB available space
    • Graphics: Intel HD Graphics 4000
    • OS: Ubuntu 10.10 or later
    • Graphics: GPU that supports shader model 2.0
    • Storage: 700 MB available space
Helpful customer reviews
16 of 17 people (94%) found this review helpful
3.1 hrs on record
Posted: July 6
Knock-knock is a deeply unnerving game that manages to succeed at what it sets out to do.

From the start you get to meet the charming Lodger as he briefly teaches you just how things are in his home. From there it's up to you to figure out the rest. You have six days and nights to adjust and learn, and then from there the game really begins. The time limit is pretty strict, so if you haven't figured out what you're doing by then, don't expect to survive. I barely managed on my first time with just a teensy bit of time left. Overall that stress of time and all the things out and inside your home coming after you is something that sticks with you for quite a while. Though the game does begin dull, once things speed up it truly feels like a game and all those horrifying things out there become all the more horrifying. I'd rather not say much since there are some great ideas in place and it's better to experience them for yourself than not. That's what the first six nights are for after all, just experimenting and figuring out the most effecient way of doing things.

There are flaws though, this game is heavy on RNG. Though skill can help you through most of what you're trying to accomplish, exploring the forest on a time limit is a bit much since there's no easy way to find your way home again rather than just go forwards and hope for the best. There's no guarentee that you'll figure out just what you're supposed to be doing out there without a hint or two either, though thankfully there are enough hints to make people explore the forest at least once or twice early on. Even worse, once you enter the night phases, enemies can and will spawn near you and remain there for long periods, often trapping you in a corner. Or worse, a roaming enemy will follow with it. Touching a solitary enemy is a minor time loss while touching a roamer will set you back a massive amount, but even a minor time loss is a lot here. The game's pretty well designed however and you figure out just what you should be doing before long, though there's little room for error so a few hints are always welcome.

So yeah, Knock-knock surprises though you need to give it a bit of time to shine and be patient through the less enjoyable segments. Not recommended for those who are effected by surrealistic imagry as half of this game's horror is based on that with the other half being existence and dementia based. If you think you can take it, pick it up.
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8 of 8 people (100%) found this review helpful
3.5 hrs on record
Posted: October 1
Any game that claims to not be a game is throwing up a pretty big red flag right there. Knock-knock does that in the opening splash screen, and if anyone besides Ice-pick Lodge made it, I probably would have taken a pass on it. But the creators of Pathologic and The Void know what they're doing on that front, and the result is an intriguing little journey that definitely has its moments.

You take on the role of the Lodger, a wired little fellow that looks like Calvin ditched Hobbes and took up meth. Something odd is afoot in his isolated home in the woods, and if I get any more specific than that I'm bound to spoil something. Much like all of Ice-pick's games, the actual game is figuring out the rules of the game. You can turn lights in the house on and off, hide behind furniture, force open doors, and advance time with a strangely narcissistic clock. Ostensibly your goal is to survive until morning, but the house and its... inhabitants are randomized every other day, and on the other days you spend a chunk of it in the woods. Even the goals themselves get muddled as you progress, and the game is not afraid of throwing entirely new mechanics at you a few hours in.

Once you understand the pattern to the game, it can admittedly get pretty repetitive. New challenges are introduced the further into the game you get, but the core gameplay of lighting up rooms and wandering the woods does not change. One thing it does do well is introduce new threats over time, and some of them are absolutely terrifying despite the almost cartoony presentation. Information on the story comes from many different places, including the Lodger's diary, notes between days, and the Lodger himself, who talks in a charming nonsense Sims language. Most of the way through the game I'm still unclear on much of the rules and plot, but I admit it's fulfilled its original promise of "interactive meditation" and kept my attention. Definitely worth a look if you are at all curious, but be prepared for the mystery and horror to carry some rather bland gameplay.
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5 of 5 people (100%) found this review helpful
3.4 hrs on record
Posted: November 21
Don't look at the metacritic reviews.

It's hard to explain this minimalist game, but it definately has something about it. A very special experience that completely justifies the whole mystery surrounding it. Don't read anything about this game. Simply get it and play it if you're into subtle creepy games, if you're into urban legends, creepypasta - this is a lot like it, but on a superior level of quality and attention.

I advise getting the game here: - This version contains not just the PC/MAC/Linus versions (that you may activate on Steam) but also an Android version. I tested it on 2 Android devices and it works really well. Also, it includes a standalone install client (no Steam).
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21 of 37 people (57%) found this review helpful
1 person found this review funny
2.0 hrs on record
Posted: June 21
The game's weird and obtuse, and that'd be perfectly fine if it didn't have a game over. If you do something wrong, the game will penalize you the same way every other game does, by forcing you restart a section.

What you do in it is avoid ghosts as you go from room to room fixing lights hoping something useful will appear. You win the level after a few minutes elapse. Getting caught by a ghost or hiding from them will force you to wait longer. You may also find a clock that makes time go faster, so you'll have to wait less. The word wait is essential to this game and that may give you a clue of how much fun it is.

The rules are unclear, which is fine, even welcomed, but in the first thirty minutes or so you'll understand them.

The real problem, however, is that enemies may spawn on top of you as you're climbing down a ladder. They may appear with no warning from a door as you're busy opening it. It seems they're programmed to spawn randomly, with no regards to the player's current position. More than once an enemy appeared blocking the only exit, and I had no choice but to be caught. There is some (very little) strategy involved in winning, but it's offset by randomness.

If you're unlucky, you'll have to redo the level. That'd be okay if the core gameplay wasn't repetitive and mechanic. All you do is go from room to room, hold X for a few seconds to fix the light. Then, you may or may not get the choice to wait a few seconds to see if an object appears.

That's it. Most of what you do to progress involves waiting or holding a button for a few seconds. You may also choose to take risks and go to an area where a ghost may be in, but at a certain point you'll have nothing else to do but to venture into these areas and hope a ghost doesn't spawn on your face.

You may also force ghosts to disappear, or objects to appear, by leaving and entering a floor/room repeatedly. Which isn't engaging at all and just feels like you're abusing the game. You can also choose to do everything really slowly and remain in safe areas for as long as you want to wait for the time to pass.

Often you'll see unusual things that you don't fully comprehend, and if you try to interact with them you'll be forced to restart a level. For an instance, you'll see an eye on the wall, the game will tell you how to interact with it. If you do, you'll be taken to a place where all you do is walk, then you'll have to restart the level.

Then there's another section to the game where all you do is fix all the lights and walk in a forest, there's no risk involved in any of it, no challenge either. Once again, that'd be fine. I like walking simulators, I like weird games. But the section just keeps repeating itself.
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3 of 3 people (100%) found this review helpful
2.6 hrs on record
Posted: August 4
Knock-Knock is a (mostly) perfect example of using atmosphere in horror game to have the player end up scaring themselves with the game's help rather than just using a jumpscare to do all the work. Most of the time you'll be wandering blindly through darkness flicking on lights while hoping there isn't a monster inside with you planning to strike the second you turn it on. It's that split second of fear you get after waking up from a nightmare where you hesitate turning on the light because you think you feel eyes on you, drawn out for hours.

The story takes a few playthroughs and thought to completely understand everything that's going on, but spoiler-free the bare bones of it is you are a scientist waking up in the middle of the night to strange sounds coming from inside you house. Your goal is Amnesia-like in similarity to the fact all you have to do is stay alive until morning and hide from the monsters in your home.

Gameplay is simple: avoid monsters, hide, and turn on (or off) lights to lure creatures to specific rooms in your M.C. Escher layout of a home complete with dead-ends, and turn on special clocks to "move time forward" so you can live to see the sun.
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