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Horror Granny
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Play : Horror Granny đšď¸ Game on Kiz10
The door creaks behind you.
It closes on its own.
You didnât even touch it.
It closes on its own.
You didnât even touch it.
You're inside nowâand she knows.
In Horror Granny, you wake up in an unfamiliar room. Bare walls. A single flickering bulb. Silenceâuntil something shuffles across the hallway outside. Not fast. Just... steady. Deliberate.
You donât remember how you got here.
You only know one thing.
You have to get out.
You only know one thing.
You have to get out.
There are five days.
Five chances.
Every mistake resets the clockâand brings you closer to her.
Five chances.
Every mistake resets the clockâand brings you closer to her.
She moves differently than you'd expect.
Sometimes you donât hear her until sheâs right behind you.
Other times, you hear her everywhereâfootsteps above, a whisper from the vents, the sudden slam of a door you forgot to close.
Sometimes you donât hear her until sheâs right behind you.
Other times, you hear her everywhereâfootsteps above, a whisper from the vents, the sudden slam of a door you forgot to close.
She reacts to sound.
Drop a vase by accident? Sheâll come.
Run down a creaky staircase? Sheâll hear it.
Even knocking over furniture has consequences.
Drop a vase by accident? Sheâll come.
Run down a creaky staircase? Sheâll hear it.
Even knocking over furniture has consequences.
Thatâs the core of the gameplayâstealth, patience, and the quiet kind of panic that builds in your chest and doesnât let go.
Controls:
PC:
WASD to move
Mouse to look
E to interact
C to crouch
H to hide under beds or in wardrobes
WASD to move
Mouse to look
E to interact
C to crouch
H to hide under beds or in wardrobes
Mobile:
Virtual joystick for movement
Tap icons to interact and crouch
Swipe to look around
Virtual joystick for movement
Tap icons to interact and crouch
Swipe to look around
You search.
A drawer might have a key.
A cabinet might hide a hammer.
The attic? A mysteryâif you can get the ladder down without making noise.
A drawer might have a key.
A cabinet might hide a hammer.
The attic? A mysteryâif you can get the ladder down without making noise.
There are puzzles.
Tools to combine.
Doors with codes.
Locks with hidden switches.
Tools to combine.
Doors with codes.
Locks with hidden switches.
And always, always, her.
Sometimes you catch a glimpse of her hand around a corner.
Other times itâs just the distant sound of her laugh.
Other times itâs just the distant sound of her laugh.
You learn to read the space.
To stop when the floor groans.
To plan two hiding spots ahead in case she turns the corner early.
To stop when the floor groans.
To plan two hiding spots ahead in case she turns the corner early.
Each run feels different.
Some days, youâre boldârushing room to room, taking risks.
Other days, you play it slow, listening, waiting for just the right moment.
Other days, you play it slow, listening, waiting for just the right moment.
And sometimes?
She surprises you anyway.
She surprises you anyway.
The house itself is a character.
Dust floats through sunlight in boarded windows.
Paint peels from the walls.
The basement feels colder.
Every drawer and shadow seems to hold somethingâeither a clue or a trap.
Paint peels from the walls.
The basement feels colder.
Every drawer and shadow seems to hold somethingâeither a clue or a trap.
Thereâs a tension in the silence.
And when music kicks in, you know sheâs close.
Too close.
And when music kicks in, you know sheâs close.
Too close.
But this isnât just a game of hiding.
Itâs about problem-solving under pressure.
Itâs about problem-solving under pressure.
Do you open the garage first?
Do you try the front door or the cellar hatch?
Whereâs the missing gear for the elevator?
Why is there a bear trap in the kitchen?
Do you try the front door or the cellar hatch?
Whereâs the missing gear for the elevator?
Why is there a bear trap in the kitchen?
Every puzzle you solve pulls you deeper into her houseâand closer to freedom.
Or to her.
Because sometimes, she changes.
Gets faster.
Trickier.
Sets traps.
Blocks your path just when you thought you were in the clear.
Gets faster.
Trickier.
Sets traps.
Blocks your path just when you thought you were in the clear.
But you keep going.
Because thereâs always a way out.
Because thereâs always a way out.
Final Thought:
Horror Granny isnât about cheap jump scares. Itâs about pressure. Fear that grows slowly. The kind that creeps. Waits. Watches.
Horror Granny isnât about cheap jump scares. Itâs about pressure. Fear that grows slowly. The kind that creeps. Waits. Watches.
If you like horror with brainsâwhere every creak could mean the endâthis is your escape room.
Just remember: she hears everything.
Move carefully.
And never look back too long.
Just remember: she hears everything.
Move carefully.
And never look back too long.
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