Escape a chapter to unlock the next. Each one has its own puzzles.
You wake up in a creepy old house. Each chapter has a locked front door. Find the way to open it before 6:00 AM.
Keys open doors of the same colour. A crowbar pries boards off. Fuses go in the fuse box to power gates. The colour lock and the big clock need a clue picture somewhere in the house. Fit the valve wheel and set the pressure. Wind up the music box and play its tune back. Slide the picture pieces to find what is hidden inside.
A tall stickman with a lantern walks the halls. He hears running, prying and dropped items, and comes to look. If he sees you, run and hide: under a bed, in a wardrobe, behind a curtain. From chapter 5 the quick Scuttler joins him.
If you are caught, the day ends and you wake up in bed. You have 3 days per chapter. Items you were holding stay where you were caught.
The eye at the top right turns yellow when someone heard you and red when you are being chased.
Pip the friendly ghost shows you where to go next (H, the HINT button, or SELECT on a controller). Pip can help 3 times on Easy, 2 on Normal and once on Nightmare. Cookies let you run without getting tired for a while. Let a wind-up mouse go (T, the MOUSE button, or R3) and the Caretaker goes to look at the squeaking. Every chapter hides one secret golden stickman. Escape fast for a gold medal.
A brand-new house each day, the same for everyone. Escape as fast as you can and get on today's and this week's leaderboard. Escaping the Front Gate on Nightmare wins one rare emerald.
Controller: L-stick move · R-stick look · R1 run · L1 crouch · ✕ use · ○ hide · □ drop · △ power · L2 R2 pick a pocket · SELECT Pip's hint · R3 wind-up mouse · START pause · in a puzzle, move to a piece and press ✕
Computer: click to look with the mouse · W A S D move · Shift run · C or Ctrl crouch · E use · F hide · G drop · 1-5 or mouse wheel pick an item · Q power · H Pip's hint · T wind-up mouse · Esc pause
Phone: left thumb moves, drag on the right to look, and the USE, RUN, CROUCH, HIDE, DROP and POWER buttons. Tap a pocket to pick an item.
Easy: slower Caretaker and glowing item hints. Nightmare: he is quick, hears everything and checks hiding spots.
Your saved game will be lost.
Escape the same house together (2 to 4 players). Share one set of pockets, solve the puzzles as a team, and get everyone out the front door.
Make a room and share its code, or jump into Quick play.
Turn your phone sideways to play