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Granny in Five Nights Redemption

4.5 / 5 150
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Stay silent, scavenge tools, and outsmart a learning hunter across five escalating nights in this horror stealth game on Kiz10—one creak can end everything.

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Play : Granny in Five Nights Redemption 🕹️ Game on Kiz10

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Rating:
full star 4.5 (150 votes)
Released:
19 Feb 2026
Last Updated:
19 Feb 2026
Technology:
HTML5
Platform:
Browser (desktop, mobile, tablet)
𝗦𝗜𝗟𝗘𝗡𝗖𝗘 𝗜𝗦 𝗔 𝗪𝗘𝗔𝗣𝗢𝗡 🔇🕯️
Granny in Five Nights Redemption is the kind of horror stealth game that doesn’t need monsters jumping out every ten seconds to feel terrifying. It just needs one house, one relentless hunter, and your own bad habit of making noise when you panic. You wake up in a decaying place that looks ordinary in the worst way—tight corridors, corners that feel too sharp, doors that feel too loud, and shadows that behave like they’re hiding opinions. The “five nights” structure isn’t a cute theme. It’s a threat schedule. Each night is a new layer of pressure, a new level of “Granny knows more than you think,” and a new excuse for your hands to sweat on the keyboard. 😅
The hook isn’t gore. It’s tension. The game treats sound like evidence. A dropped object isn’t a small mistake, it’s a flare gun. A rushed door isn’t a shortcut, it’s an announcement. Every action can be the moment that flips the house from quiet exploration into full-on hunt mode. And once that hunt starts, you learn very quickly that bravery is just panic with better posture.
𝗧𝗛𝗘 𝗛𝗢𝗨𝗦𝗘 𝗜𝗦 𝗔 𝗠𝗔𝗣 𝗢𝗙 𝗕𝗔𝗗 𝗗𝗘𝗖𝗜𝗦𝗜𝗢𝗡𝗦 🏚️🧠
Exploration is where the game builds its slow dread. You’re not locked to a single room or a single camera view. You’re moving through hallways, slipping into rooms, peeking around doorframes, and trying to remember where everything is without standing still long enough to feel safe. The house becomes a mental blueprint you build under pressure: where the hiding spots are, which doors lead to dead ends, which rooms have useful tools, and which corridors feel like a trap waiting to happen.
That’s when the paranoia starts to feel… logical. You stop thinking “I’m going to the next room.” You start thinking “If she appears here, where do I vanish?” You memorize escape routes the way people memorize shortcuts in a racing game, except the finish line is simply not getting caught. The environment is your puzzle and your battlefield at the same time, and it rewards cautious curiosity. The game wants you to search, but it wants you to search like you’re stealing time from something that’s listening.
𝗚𝗥𝗔𝗡𝗡𝗬 𝗟𝗘𝗔𝗥𝗡𝗦, 𝗔𝗡𝗗 𝗧𝗛𝗔𝗧’𝗦 𝗧𝗛𝗘 𝗦𝗖𝗔𝗥𝗬 𝗣𝗔𝗥𝗧 👁️🧟‍♀️
A lot of stealth horror games rely on a predictable patrol pattern you can eventually “solve.” Granny in Five Nights Redemption leans into a nastier idea: the hunter adapts. The more you repeat behaviors—using the same hallway, hiding in the same furniture, locking the same door— the more it feels like the game starts anticipating you. Not in a cheap, unfair way, but in a way that forces you to evolve. Comfort becomes a liability. Your favorite hiding place becomes suspiciously unsafe. Your routine becomes a trap you built for yourself.
This is where the experience turns into a psychological tug-of-war. You’re not only avoiding Granny, you’re avoiding becoming predictable. You’ll catch yourself rotating hiding spots even when you don’t want to, changing routes even when the old route worked, dropping distractions in new places just to break the pattern. It feels like playing chess while someone is trying to breathe on your neck. 😵‍💫
And that “I’m being studied” feeling makes every small choice heavier. You aren’t just surviving a chase. You’re managing how the house remembers you.
𝗥𝗘𝗦𝗢𝗨𝗥𝗖𝗘𝗦 𝗔𝗥𝗘 𝗬𝗢𝗨𝗥 𝗧𝗜𝗠𝗘, 𝗡𝗢𝗧 𝗬𝗢𝗨𝗥 𝗟𝗢𝗢𝗧 🔋🔐
This isn’t a game where you collect items just to feel busy. Everything you manage is really a form of time. Flashlight battery is time you can spend seeing what’s ahead. Door locks are time you can spend escaping instead of getting cornered. Hiding spots are time you can spend letting danger pass, but only if you don’t abuse the same one until it stops being reliable.
Even distractions are time, in a sneaky way. Dropping an object isn’t only “make noise.” It’s redirecting attention. It’s buying yourself a window to slip into another room, search a drawer, or reposition without turning your footsteps into a confession. The game becomes a rhythm of tiny transactions: spend a little sound now to gain a safer route later, or stay silent now and accept slower progress.
And the best part is how it changes your brain. You stop thinking “I need to do everything.” You start thinking “What is the minimum I can do to survive this night?” That’s real stealth logic. That’s how you make it through.
𝗙𝗜𝗩𝗘 𝗡𝗜𝗚𝗛𝗧𝗦 𝗢𝗙 𝗘𝗦𝗖𝗔𝗟𝗔𝗧𝗜𝗢𝗡 🌙⚠️
The five-night structure gives the game a built-in arc. Night one teaches you the language of the house: quiet movement, careful interaction, listening more than you look. Then the difficulty ramps, not just in speed, but in pressure. Hiding windows feel tighter. Movement feels riskier. Patrol behavior shifts. The house that felt “learnable” starts feeling like it’s rearranging itself emotionally, like it’s offended you’re still alive.
That escalation is what makes the game addictive instead of exhausting. You’re not trapped in endless repetition with no sense of progress. Each night is a checkpoint of skill. Survive it and you feel sharper. You start to anticipate danger instead of reacting late. You start to plan your route before you move. You start to treat every creak as information rather than panic fuel.
And yes, you’ll still get caught sometimes. It happens. The important part is what you do after. The game is a teacher with a very loud ruler. It punishes mistakes, but it also makes you immediately understand what caused them. That creates improvement fast, and improvement feels like power in a horror game. 😈
𝗧𝗛𝗘 𝗙𝗘𝗘𝗟𝗜𝗡𝗚 𝗢𝗙 𝗣𝗟𝗔𝗬𝗜𝗡𝗚 𝗢𝗡 𝗞𝗜𝗭𝟭𝟬 🎮🕳️
On Kiz10, Granny in Five Nights Redemption fits perfectly because it’s intense in short bursts. You can jump in, attempt a night, learn something, and either succeed or get humbled within a focused session. It’s that “one more try” loop, but it’s driven by knowledge, not luck. Every attempt makes the house feel more familiar… and that familiarity is exactly what the hunter tries to exploit.
If you like stealth horror with real movement control, real decision-making, and that slow-crawling dread where the scariest sound is your own footsteps, this game hits hard. It’s not about winning a fight. It’s about winning a moment. A door locked at the perfect time. A distraction thrown just right. A hiding spot chosen before the panic arrives.
You’ll survive by being quiet, being unpredictable, and being a little bit smarter each night. Because in this house, redemption isn’t a reward. It’s something you steal from the dark, one careful step at a time. 🕯️🗝️

Gameplay : Granny in Five Nights Redemption

FAQ : Granny in Five Nights Redemption

What kind of game is Granny in Five Nights Redemption?
It’s a first-person horror stealth game on Kiz10 where you explore a creepy house, manage limited resources, and survive five escalating nights while a relentless hunter stalks you.
How do I avoid getting caught?
Move quietly, avoid slamming doors, and use hiding spots only when you have a plan to escape afterward. Rotate routes and hiding places so you don’t become predictable.
Why does it feel like Granny “learns” my habits?
The game encourages adaptive stalking behavior, so repeating the same paths and hiding spots can become risky. Changing your routine helps you stay safer over time.
What should I manage first: light, locks, or distractions?
Treat everything as “time.” Use light to scout briefly, locks to create separation during escapes, and distractions to redirect danger when you need a clean reposition.
How do the five nights change the difficulty?
Each night increases pressure with tougher patrol behavior and less room for mistakes, pushing you to plan routes, move efficiently, and rely on smart stealth timing.
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