

Last Neighbor
TrerPlay · 2019 · Horror, Psychological Horror, Survival Horror, Action, Jump Scare
PC
Mostly Positive76% · 228 📉 Recent reviews down 63%
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About Last Neighbor
You play as a young thief who broke into the wrong house, he thought the place was empty because he saw the owners leaving with suitcases, but there was still somebody in the house. It could be dangerous so you have to get out fast. But the house is kind of weird, every door and every window is locked, it feels like a cage. Maybe the owners were trying to keep somebody locked down. Your main goal is to escape the house as fast as possible by unlocking doors and solving puzzles.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Don't Ever Buy No Horror game from the Gas Station Bro3 found this helpful
This is a poor game. There's no hints on what to do and what little input you get, doesn't make sense. The jump scares are illogical. There aren't any real prompts on when things happen. Yeah. Avoid this one.2 found this helpful
The second room had me sweating.1 found this helpful
I was so scared i started to look like Patrick every time i saw him.1 found this helpful
wow suck jumpscare1 found this helpful
Last Neighbor is a first-person horror adventure developed by TrerPlay and published by Edco Games that builds its entire experience around a simple but effective premise. The player takes the role of a young thief who notices a family apparently leaving their home with luggage, creating what seems like the perfect opportunity for a quick burglary. However, after entering the house, it becomes clear that someone has been left behind, and what should have been an easy crime quickly turns into a frightening fight for survival. The setup immediately establishes tension and gives the story a sense of urgency that remains present throughout the game. The game's strongest feature is its atmosphere. Rather than relying on constant jump scares or relentless action, Last Neighbor focuses on creating a lingering feeling of dread. The house itself becomes an unsettling maze filled with locked doors, hidden clues, and mysterious spaces that encourage exploration while simultaneously making players feel vulnerable. Every room raises new questions about the people who lived there and the disturbing presence that now stalks the property. This careful use of environmental storytelling allows the …
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