I Dont Remember Knock-Knock Being Scary

Knock-Knock is ready to scare you.

Knock-Knock is ready to scare you.

In November of 2011, Ice-Pick Lodge received an anonymous email suggesting they produce a game based on files attached to the message. Everyone gets these “I have a great idea for a game” emails, but this one was a little different.

The attachment was an archive containing 19 files titled “lestplay” including snippets of text, scraps of an audio recording, and fragments of video footage, all with a very oddly-worded message written in a disturbing style. Ice-Pick Lodge was unsettled. Something sinister seemed to be lurking beneath the surface.

The stranger begged them to complete the project he’d started, but also let them know that while it may explain the calamity that befell whoever compiled the ominous archive, the same fate might befall them. Yet he offered creative freedom and clearly believed in what he was saying.

While the team was fed up with mysterious emails with great new ideas, they still decided to give it a whirl and see what would come of it because this, at least, wasn’t the 10,000th great new MMO idea, and there was always the chance of tempting fate itself since they’d be the first people to play the game.

The Concept

A wooden house stands in the forest. A single man lives there.

The house receives visits from unusual guests that knock on the window inviting this strange hermit to join them in a game of hide-and-seek. To win, simply remain alive and maintain your sanity until sunrise. Approaching the Visitors head-on is a dangerous idea.

As soon as the first Visitor emerges from the forest, the countdown begins. Every passing hour brings them closer to the house, and the house’s walls offer no sanctuary. Something is already inside. Something is opening the window and banging around in the kitchen. Something controls the cellar and attic. Floorboards creak softly deep in the bowels of the house.

The Visitors are well aware of your position, so you must make your rounds of the house and find the breaches that let the creatures inside while doing your best to mend them.

You may come across some useful items that might help your survival, but those items are always random and your inventory is limited to FIVE slots, so your gear changes by night.

Survive until sunrise and the monsters disappear, but if they get you before the sun peeks over the horizon, well, just the idea is terrifying.

About Knock-Knock

* Fill in the gaps. The house aids the Lodger, but must be repaired and maintained.
* Seek. The Lodger lost something very important. The reason for what is happening is somewhere inside. Everything can be explained; you need only find the key and bring it to light.
* Wait. In this game, you must watch and listen carefully. Inspect and scrutinize everything. You only need to last until sunrise.
* Follow the rules of the game! Of course, as you play the game, the game also plays you.

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Richard Cardenas

Created in a lab in Tijuana, Mexico, or cloned in a test tube in Torrance, CA, depending on which story you think is a better origin story, Richard is, if such a thing exist, a second generation nerd. The son of a man who loved sci-fi, comic books and horror, and a woman who loved making costumes, reading sci-fi novels and watching cartoons, Richard was exposed to all this and more since a very young age.

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1 Response

  1. Iris says:

    The details about how the game was made are a bit… unnerving. It has a very fascinating sounding storyline. I’ll look into it.

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