Compara los precios de Emily Wants To Play en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Shawn Hitchcock. Publicado por SKH Apps. Lanzado el 10/12/2015. Disponible en PC, Xbox. Géneros: Action, Adventure, Casual, Indie, Simulation, Strategy. Puntuación Metacritic: 75/100.

A short, sharp horror game where you deliver pizza to the wrong address and spend the night surviving three unsettling dolls and their creator.

Emily Wants To Play is a first-person survival horror game built around a single haunted house, one unlucky pizza delivery guy, and a set of escalating rules you have to learn fast or die repeatedly. Each hour from 11pm to 6am introduces a new character - three unsettling dolls named Kiki, Chester, and Mr. Porkchon, plus the girl Emily herself - and each one demands a different behavioral response to survive. Kiki requires you to stare her down. Chester wants you to run. The rules stack and conflict as the night progresses, which is where the genuine tension comes from. It is less a haunted house tour and more a pattern-recognition puzzle dressed in jump scares. From a systems perspective - yes, I am applying a strategy lens to a horror game, bear with me - the design is surprisingly clean. You are essentially managing competing priority queues. Early hours are low-difficulty single-rule encounters. Later hours force you to hold two or three incompatible survival rules in your head simultaneously while the house layout disorientation works against you. That layered rule conflict is the core loop, and it holds up. The problem is the loop is also very short. Most players will see the credits inside two hours, and there is not much mechanical depth beyond mastering those few interaction patterns. The atmosphere does its job on a budget. The house is dark, cramped, and deliberately hard to read spatially. Sound design carries a lot of weight here - audio cues telegraph incoming threats well enough that attentive players can react before the visual scare lands, which rewards careful play over blind luck. The dolls themselves are effectively creepy in a low-polygon, uncanny-valley way that suits the indie budget. Emily's backstory is parceled out through notes scattered around the house, and while it is thin, it gives enough context to make the ending land. Where it loses points is longevity and polish. Two hours of content at full price is a hard sell for anyone who is not a horror streamer padding a YouTube session. The AI pathing for the characters can glitch in ways that break immersion or, worse, softlock your survival run unfairly. There is no real mod ecosystem to speak of, no difficulty tuning, and the tutorial is minimal - you learn the rules by dying, which is fine thematically but frustrating on repeat deaths that feel cheap rather than instructive. The Steam review score sits in mixed territory for a reason: fans of short, punchy horror experiences rate it highly, everyone else feels the content-to-price ratio wobble. If you enjoy games like Five Nights at Freddy's - specifically the memorize-the-rules-or-lose structure - Emily Wants To Play scratches that same itch with a more mobile-feeling presentation. It is a focused, single-sitting horror experiment that works best when you know going in it is a two-hour experience, not a full game. Catch it in a bundle or at a steep discount and the calculus improves considerably. Diego, Scout Team

Emily Wants To Play

Emily Wants To Play

10 dic 2015Shawn HitchcockSKH Apps
GamerScout opina

A short, sharp horror game where you deliver pizza to the wrong address and spend the night surviving three unsettling dolls and their creator.

PCXbox
Steam Deck VerifiedProtonDB Platinum
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Mínimo histórico: €3.73

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Emily Wants To Play is a first-person survival horror game built around a single haunted house, one unlucky pizza delivery guy, and a set of escalating rules you have to learn fast or die repeatedly. Each hour from 11pm to 6am introduces a new character - three unsettling dolls named Kiki, Chester, and Mr. Porkchon, plus the girl Emily herself - and each one demands a different behavioral response to survive. Kiki requires you to stare her down. Chester wants you to run. The rules stack and conflict as the night progresses, which is where the genuine tension comes from. It is less a haunted house tour and more a pattern-recognition puzzle dressed in jump scares. From a systems perspective - yes, I am applying a strategy lens to a horror game, bear with me - the design is surprisingly clean. You are essentially managing competing priority queues. Early hours are low-difficulty single-rule encounters. Later hours force you to hold two or three incompatible survival rules in your head simultaneously while the house layout disorientation works against you. That layered rule conflict is the core loop, and it holds up. The problem is the loop is also very short. Most players will see the credits inside two hours, and there is not much mechanical depth beyond mastering those few interaction patterns. The atmosphere does its job on a budget. The house is dark, cramped, and deliberately hard to read spatially. Sound design carries a lot of weight here - audio cues telegraph incoming threats well enough that attentive players can react before the visual scare lands, which rewards careful play over blind luck. The dolls themselves are effectively creepy in a low-polygon, uncanny-valley way that suits the indie budget. Emily's backstory is parceled out through notes scattered around the house, and while it is thin, it gives enough context to make the ending land. Where it loses points is longevity and polish. Two hours of content at full price is a hard sell for anyone who is not a horror streamer padding a YouTube session. The AI pathing for the characters can glitch in ways that break immersion or, worse, softlock your survival run unfairly. There is no real mod ecosystem to speak of, no difficulty tuning, and the tutorial is minimal - you learn the rules by dying, which is fine thematically but frustrating on repeat deaths that feel cheap rather than instructive. The Steam review score sits in mixed territory for a reason: fans of short, punchy horror experiences rate it highly, everyone else feels the content-to-price ratio wobble. If you enjoy games like Five Nights at Freddy's - specifically the memorize-the-rules-or-lose structure - Emily Wants To Play scratches that same itch with a more mobile-feeling presentation. It is a focused, single-sitting horror experiment that works best when you know going in it is a two-hour experience, not a full game. Catch it in a bundle or at a steep discount and the calculus improves considerably.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamRule-Based SurvivalSingle-Session HorrorJump ScarePattern RecognitionAtmosphericShort Horror

Requisitos del sistema

Mínimos

Processor
Intel i5 or AMD equivalent (AMD FX 8500+ Series)
Memory
4 GB RAM
Graphics
1GB Video RAM - will work with less, but wouldn't look too good.
DirectX
Version 10
Storage
1 GB available space

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Reseñas y valoraciones

Metacritic
75
Steam
79%(2,307)

Información del juego

Desarrolladora
Shawn Hitchcock
Distribuidora
SKH Apps
Fecha de lanzamiento
10 dic 2015

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¿En qué plataformas está disponible Emily Wants To Play?

Emily Wants To Play está disponible en PC, Xbox.

¿Cuándo se lanzó Emily Wants To Play?

Emily Wants To Play se lanzó el 10 de diciembre de 2015.

¿Quién desarrolló Emily Wants To Play?

Emily Wants To Play fue desarrollado por Shawn Hitchcock y publicado por SKH Apps.

¿Merece la pena comprar Emily Wants To Play?

Emily Wants To Play tiene una puntuación Metacritic de 75/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.