Don't Answer
Some of the knocks tonight won't be people.
One year ago, on Halloween night, your little brother Leo knocked on your bedroom door and asked you to take him trick-or-treating. You told him to go away. He was last seen on the porch of 13 Elm Street, and he was never found.
Tonight you've rented that apartment. You're going to wait for him.
The old man next door left you a list of rules. The first one matters most:
Nothing comes in unless you let it in. An open door or window IS an invitation.
From midnight until sunrise, people knock. There's a pizza driver, your best friend soaked from the storm, a police officer, a man bleeding on the porch, and your father. Some of them are real people who need you. Some are the Uninvited: things that wear the faces of people you know, and never quite get them right.
Survive until sunrise. Leave three of the living outside, or let the Uninvited in five times, and the night is lost.
Look through the peephole. Check for a shadow under the porch light and for breath in the cold. Ask them what only the real one would know. Lock the back door and latch the windows. And don't let fear make you cruel, because the people you leave outside don't stay outside forever.
- A full night of visitors whose roles change every time you play. Every one of them has tells.
- The rules change at 2 AM and 4 AM, because they're learning.
- Things you refuse come back as something else. They try the back door, throw every window open, press their faces to the glass, and walk the street. Open your door while one of them is standing in your front yard, and it comes running.
- The night gets worse by the hour. They work the window latches, slide the back door's bolt and turn the front deadbolt from outside, and you have to get there and force them shut. They reach through the mail slot, and they come two at a time. When one of them is pounding on your door, stay away from the peephole: if it catches your eye, that's an invitation too.
- The people you let in can be fooled. Something cries like a lost child at the back door, and one of your guests gets up to open it. Stop them.
- A power cut, a dark basement, and a note on the fuse box that says DON'T LOOK BACK.
- Four endings. Only one of them brings Leo home.
Controls
WASD to move · Mouse to look · E or Left Click to interact (hold it to force a bolt, a latch or the deadbolt shut) · F for your light · TAB for your phone · N for the rules · Esc to pause
On the intercom, press 1 to 6 to choose a line, and Space or Click to skip dialogue.
Best played with headphones, at night, in fullscreen.
Laggy? Make sure your browser uses your dedicated graphics card. On Windows: Settings → System → Display → Graphics → your browser → High performance, then restart the browser.
Credits
Created by Mrigank - concept, game design, direction and playtesting.
Built with AI assistance: code and dialogue written with Claude (Anthropic); voices generated with Chatterbox (Resemble AI) and Kokoro-82M text-to-speech.
- Character models and animations: Quaternius, Ultimate Modular Men & Women (CC0)
- Sound effects: rubberduck, "100 CC0 SFX", "100 CC0 SFX #2" and "80 CC0 creature SFX" (OpenGameArt, CC0)
- Stingers and jump-scare hits: "Horror Hit Soundpack 1" (OpenGameArt, CC0)
- Fonts: Special Elite by Astigmatic (Apache 2.0), VT323 by Peter Hull (SIL OFL 1.1)
- Voice models: Chatterbox (MIT), Kokoro-82M (Apache 2.0)
- Music box, ambience, house and props: made for this game
| Published | 5 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | Mrigank |
| Genre | Survival |
| Made with | Unity |
| Tags | Atmospheric, First-Person, Halloween, Horror, Psychological Horror, Short, Singleplayer, Unity |
| AI Disclosure | AI Assisted, Code, Sounds, Text |






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