

Strange Night
Labory · 2016 · Indie, Horror, Psychological Horror, First-Person, Singleplayer
PC
Mixed58% · 335 📉 Recent reviews down 49%
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About Strange Night
✦ AI summary
Monitor security cameras and patrol a mysterious apartment as a night security guard where reality itself begins to unravel. Blending P.T.'s suffocating atmosphere with Five Nights at Freddy's-style tension, Strange Night traps you in a shift filled with psychological dread and inexplicable horrors.
S T R A N G E N I G H TStrange Night is a first-person psychological horror game where the player monitors cameras and must make periodic rounds.The game begins after a mysterious man hires a night security firm to work in his apartment. However, the staff did not anticipate the fear and madness lurking behind this place.Strange Night is inspired by the atmospheric environment of P.T. and the tension of working with cameras, which adds a bit of FNAF's suspense.For the best user experience, the game can only be played between 10:00 PM and 7:00 AM.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
First-person psychological horror game in which you are a night watchman, monitoring cameras and patrolling a place full of strange, terrifying events. ✅Very interesting idea of a security and camera monitoring employee ✅dark atmosphere ✅Simple graphics ❌Why does the message appear at the beginning of the game that you should return to the game between 10 p.m. and 7 a.m.? ❌Too few sound effects for me ❌The game has no plot and its ending appears completely unexpected. I don't understand why one bottle of wine needs to be protected by so many cameras ❌It's not worth the price for 1 hour of gameplay ❌❌ Verdict: [strike] Very Bad [/strike] , [strike] Bad [/strike] , [b] Average [/b] , [strike] Decent [/strike] , [strike] Good [/strike] , [strike] Very Good [/strike] (Rating scale for tested games) If you have any questions about my reviews, feel free to ask. I'm happy to answer them. All reviews are my own!! Best regards, King Viking Bezimienny, Polish Game Reviewer26 found this helpful
[b] P. S. If you have difficulties in the walktrough, this guide will be very useful: [/b] https://steamcommunity.com/sharedfiles/filedetails/?id=3561496240 [h1] FNAF 4 DLS: ELISABETH REVENGE [/h1] Meet another 'genius' who knows absolutely nothing about horror games. Feels like all this awkwardness was intentional, just to make the player dig through textures for over two hours and never manage to get a refund. The story? Zero: some random guy signs up as a security guard in an empty Italian apartment with ridiculously wide corridors. And if anyone was hoping for gameplay like Five Nights at Freddy's, forget it — there are no mechanics, no fun. A Unity game from ten years ago shocks with how slow it is. The main character moves like weights are tied to their feet, and there's literally no run button in the interface. Everything is drawn out and boring: go fix the fuses, trudge back to the office at a snail's pace, get hit with a cheap jump scare — repeat. No suspense, no real effort to scare you, just endless tedium. Between jump scares, nothing at all happens: you don't need to track a ghost through cameras or defend yourself. You just sit there waiting for the next l…4 found this helpful
Great short game, atmospheric, and something new to offer.2 found this helpful
https://youtube.com/watch?v=MTt4uigQ-g4&list=RDMTt4uigQ-g4&start_radio=1&pp=ygUWTGFkeSBvZiBteSBkcmVhbXMgdmFzdKAHAQ%3D%3D1 found this helpful
Strange Night, developed by Labory and published by SA Industry, is a compact psychological horror experience that builds its identity around tension, confinement, and a steady sense of unease. Rather than relying on complex mechanics or elaborate systems, it strips the experience down to a few core ideas and attempts to extract as much atmosphere as possible from them. The result is a game that feels intimate and experimental, focusing more on mood and anticipation than on traditional gameplay depth. The central loop revolves around monitoring security cameras and periodically stepping out into a dimly lit environment to investigate disturbances. This structure creates a deliberate contrast between observation and vulnerability. While watching the monitors, there is a sense of cautious control, but the moment you leave that space, the game shifts into something far more uncertain. The lack of combat mechanics reinforces this tension, as players are left without any real means of defense, relying instead on awareness and timing. It’s a design that encourages hesitation, making even small decisions—such as whether to check a noise—feel significant. One of the more distinctive aspe…
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