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Amnesia: True Subway Horror

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Descend into a first person horror game on Kiz10 explore abandoned subway tunnels solve tense puzzles outsmart shadow creatures and survive the amnesia that hunts you.

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Play : Amnesia: True Subway Horror 🕹️ Game on Kiz10

A door you do not remember opening 🚇🕯️
You wake to the metal breath of a station that should be busy but is not. Fluorescent lights hum like tired bees. A timetable flickers with places that do not exist. Your head is full of fog and your pockets are full of nothing that helps. Amnesia True Subway Horror is a first person horror game about memory as a haunted house about tunnels that never quite lead where you think and about paying attention when the dark would rather you panic. You move because standing still feels like an invitation. You listen because the station listens back. Somewhere in the echo something that remembers you better than you remember yourself is already moving.
What fear sounds like underground 🎧💓
The game’s audio design is a mentor and a menace. It teaches you the language of danger without a tutorial. A dry scrape on tile says a creature is near but not yet sure where you are. A distant wind through grates means a connection to a new corridor. The worst is the sudden drop into near silence the kind of quiet that makes you swallow because even your breath sounds guilty. Kids learn quickly to read those cues and grown ups who thought they were immune realize that headphones make liars of us all. You begin to step in time with the map’s rhythm and when the rhythm breaks your stomach notices before your head does.
Light is not comfort it is a contract 🔦🚫
Your flashlight is both a gift and a dare. It rescues details from the dark the corner of a map pinned behind cracked glass a code etched into the metal lip of a bench the reflection of something moving where no reflection should be. But light also wakes things. Some shadows prefer you brave and bright so they can study you properly. You learn the half press the sweep the short flare through a doorway before you commit. You learn to look for pale paint on pillars for the way dust drifts to reveal a draft for the thin silver of wet footprints that will not be yours. You learn that light is not safety. It is a negotiations table.
Memory as a maze and clues with teeth 🧩🧠
Puzzles here are not mechanical toys they are fragments of a life you almost recognize. Ticket stubs stamped with dates that taste like birthdays. Graffiti that reads like a dare you wrote to yourself years ago. Platform numbers that add up to the combination on a locker that contains a photograph with the faces carefully torn away. Nothing is random. The station is curated like a museum of someone you used to be. You solve because curiosity is stronger than fear and because every solved door opens not just a hallway but a paragraph of your past. The game never shouts the answers. It leaves nicks in the paint and expects you to see them.
Creatures that prefer corners 👁️‍🗨️🕳️
The thing in the tunnels is not a sprint monster. It is patient. It studies line of sight like a sport. It glides. It waits near the edges of your vision where pixels become suggestions. When you finally see it clearly that is because it let you. The trick is never speed alone but routes. You break contact not just by running but by choosing angles that interrupt its jealous gaze. You learn to use noise like bait. Drop a can at the mouth of a service corridor then silent step around the back while the echo rolls on without you. Early losses teach respect. Later encounters teach a kind of grace.
Spaces that move when you are not looking 🚪〰️
The map is honest and still manages to feel treacherous. You swear that vending machine was five steps closer. You swear that advertisement used to show a beach and now it shows a room that looks a lot like this one with the lights off. The illusion is not cheap. The level design loops in shapes your body remembers even when your brain does not. When a shortcut opens you feel it in your stride before you see the door. When a dead end becomes a hallway you know you are deeper into the station’s favor or its trap you cannot tell which.
Inventory as diary not storage 🗝️📔
You do not carry guns. You carry proof. A punched ticket with a note in the margin. A key with a notch shaped like the letter you keep dreaming of. A torn map with one line highlighted in a hand that might be yours. Each item hums with suggestion and the descriptions are short because the tunnels prefer you to fill the rest. Use is simple slot key meet lock but the meaning is layered. When a clue solves two problems at once it feels like your memory did you a kindness from the past.
Chase scenes you survive by thinking 🏃‍♀️🧠
When the game decides to run it runs hard. Not with cheap jumps but with geometry. A flicker behind you becomes incentive a slam of metal gates redirects your panic into planning. You count doors three then left because left smelled of damp which means a vent which means a grille you can pry with the flat of that mangled pocket tool you found near the ticket booth. Most players fail their first chase because they sprint blindly. Most players survive the second because they learned the station’s sentences and started finishing them.
Moments of stillness that feel illegal 🌫️🙏
Horror works because it knows when to stop pushing. Between teeth and tunnels the game lets the platform breathe. You sit on a frozen bench and watch dust swim in the flashlight cone like snow. You listen to the hum and the clank and the faraway whisper of a train that cannot be real. For a heartbeat the subway feels like a church and your pulse finally stops writing its name across your ribs. Then a light blinks at the end of the corridor and you remember why you are here. Because running is not an answer. Because escape is a verb.
Subway rules that save lives 🚷📐
The station has rules and it rewards the player who treats them like physics. Never cross a long open platform without first plotting two cover points. Never turn your back on a maintenance mirror. Watch for cables because cables lead to switches and switches lead to doors and doors lead to choices. When you find chalk marks on the wall match them to the symbols on your torn map and step where the previous you already tested footing. If you do not know what a noise is count to three. If the noise counts back leave.
Why kids keep watching and adults keep playing 👨‍👩‍👧‍👦🕹️
This is not gore. It is dread. That makes it friendlier for families who like to cuddle behind a single blanket and gasp together. Kids love the puzzle logic and the tiny victories of finding a key under a bench because they were patient. Adults love the way the game respects their ability to notice. It is less about reflexes and more about ritual. Peek listen decide move. The win state is peace bought one careful step at a time.
Performance that respects your nerves 🌐⚡
On Kiz10 the game loads fast enough that failure never feels like paperwork. Inputs are immediate. Restarts drop you just far enough back to think differently rather than repeat. You can play in short sessions like little night walks or sit with it for an hour until the station and your apartment share a temperature. Either way the browser stays out of the way and the tunnels do the talking.
A last platform a last decision 🕰️🛤️
Near the end the station offers a choice you do not like. Both paths look wrong. One smells like rain the other like dust and old paper and some part of you knows what each means. That is the quiet triumph of Amnesia True Subway Horror. It makes the final door feel earned. When you step through and the lights behind you click into an order that almost looks like a memory returning you realize the game never wanted to punish you. It wanted you to pay attention. You did. That is why the dark lets you leave.
Simple survival notes that work 🧠✅
Lower your flashlight at corners then lift as you commit so reflections do not blind you. If footsteps echo too cleanly change floors because something is mirroring your route. When you collect a clue read it slowly then read the room again. The station loves when you treat it like a person. It repays that respect with exits.
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GAMEPLAY Amnesia: True Subway Horror

FAQ : Amnesia: True Subway Horror

Frequently Asked Questions

What kind of game is Amnesia True Subway Horror
A first person horror exploration game about solving environmental puzzles and escaping shadow creatures across eerie subway stations directly in your browser on Kiz10.
How do I avoid the creatures
Break line of sight use corners and pillars plan routes before crossing open platforms and use short flashlight sweeps instead of staring into the dark.
Any tips for puzzles without spoilers
Match wall symbols to your torn map read item descriptions carefully and follow cable runs to switches. Most clues echo twice once in text and again in the room.
Is it suitable for younger players
There is dread and jump scares but little gore. Play with headphones at lower volume and take short breaks. Observation over violence makes it family friendly for teens.
How long is a typical session
Levels fit short sessions of ten to twenty minutes. Checkpoints are generous so experimentation is encouraged without repeating long sections.
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