

Night Patrol:Barracks
27 Band · 2025 · Simulation, Walking Simulator, 3D, 1980s, 1990's
PC
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Screenshots
About Night Patrol:Barracks
You are the security of this old Chinese barracks apartment.Your duty begins on the first floor. Patrol each level carefully, one by one, until you reach the ninth.Remember: Always move forward, and walk to the end of the hallway. Keep your eyes open. Use your flashlight to check every corner, even the slightest anomalies could be a warning.If you notice anything unusual, turn back immediately! Ignore it, and the loop will begin again. You’ll find yourself back where you started, and you may never escape this building.The only things you can rely on are your eyes, your memory, Stay alert, and begin your patrol.
\Basic Controls:
\Basic Controls:
- \: Move
- \: Control view
- \: Toggle Flashlight
- \: Snap fingers (Activates the voice-controlled hallway lights)
- No Anomaly: Walk straight through, go up to the next floor.
- Anomaly Detected: Turn back immediately, go up to the next floor.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
After playing for ten or so minutes, it feels quite playable, and you can appreciate the designer's original intent and ingenuity. It has great potential for development, but it lacks some specific instructions, so at first, it might be a bit confusing.3 found this helpful
Recommended if you get trapped in a dark room for 20 minutes with nothing but a PC with this installed.3 found this helpful
No. This inevitably draws comparison to Exit 8, and you can see why the develop had made the changes they did. These games are horror games, so... let's lean into that! Darkness is scarier than light, tight hallways are scarier than wide open ones, cluttered environments are scarier than simple ones. But; no. The tight corridor means that your views on the environment are heavily limited. In Exit 8, one of the ways it trips you up is that you can see almost everything at once... But not quite everything, and not very well. You can miss things, unless you go and examine everything closely, which also gives more opportunities for the game switching things behind your back. There's none of that here; everything is right in your face, so close your torch can barely show it at once. The lighting... OK. Look. I could try to be smart. I could try to do some actual game design analysis here. I'm not going to bother. It's all just too dark. The torch sucks. The overhead lights suck. Having to push a button to active the overhead lights repeatedly sucks. Put the darkness, and the dim torch, and the awful overhead lights together, and it all [i]really[/i] sucks. I cannot see the differen…1 found this helpful
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