Compara los precios de White Day: A Labyrinth Named School en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SONNORI Corp. Publicado por PQube Limited. Lanzado el 22/8/2017. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie.

A Korean cult-horror classic rebuilt for PC: sneak through a haunted school at midnight, outwit a murderous janitor, and pray every locker you hide in is enough.

White Day: A Labyrinth Named School is a survival horror game originally developed in South Korea that earned a fierce cult following long before its Western release. You play as a student who sneaks into school after hours to return a diary to the girl he likes, only to find the building locked, the hallways saturated with something deeply wrong, and a janitor who will absolutely kill you if he finds you. The setup is simple and the execution is committed to making you feel genuinely small and powerless inside a familiar, mundane space that has turned hostile overnight. This is not an action game. There are no weapons you can meaningfully use to fight back. Your toolkit is patience, observation, and knowing when to stop moving. The janitor AI is the centrepiece, and it holds up remarkably well. He reacts to sound, changes his patrol routes, and has a way of appearing in corridors you were certain were safe that never fully stops feeling threatening. The school itself is built with real attention to spatial coherence. Rooms connect the way rooms in an actual school would, which makes the environment feel grounded rather than gamey, and that groundedness is exactly what the horror needs to work. The puzzle design leans on classic survival horror logic, the kind where you find a clue, hold it in your head, wander the building, and feel the small satisfaction of pieces clicking. Some of the puzzles draw on Korean folklore, history, and school-culture specifics that Western players may find opaque without consulting notes or guides. That is a real friction point and worth knowing before you go in. The ghost encounters, layered on top of the janitor threat, add another dimension of dread, and several of them are genuinely disturbing in a way that lingers after you close the game. The atmosphere is where the craft shows most clearly. The sound design does quiet things in the background, creaks and distant footsteps and ambient wrongness, that keep your nervous system engaged during even the slower stretches. The pacing is deliberate and the opening sections are slow, even by the standards of the genre. This is a game that asks you to sit with discomfort, to learn the school methodically, and to feel the weight of being somewhere you should not be. The remaster brings the visuals up without scrubbing away the original's slightly rough texture, which is the right call. It still feels like the specific game it was meant to be rather than a polished corporate re-release. Multiple difficulty settings and alternate storyline branches give it real replay value for people who finish horror games and want to see what they missed the first time through. If you want something loud and aggressive, this is not your game. If you find yourself drawn to slow-burn horror with real craft behind it, to games that understand that a school hallway at 2am can be more frightening than any monster with teeth, White Day earns the attention it never quite got at the scale it deserved. The cult status is not nostalgia talking. It is a specifically made, specifically felt piece of horror that rewards the patience it asks of you. Kai, Scout Team

White Day: A Labyrinth Named School

White Day: A Labyrinth Named School

22 ago 2017SONNORI CorpPQube Limited
GamerScout opina

A Korean cult-horror classic rebuilt for PC: sneak through a haunted school at midnight, outwit a murderous janitor, and pray every locker you hide in is enough.

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White Day: A Labyrinth Named School is a survival horror game originally developed in South Korea that earned a fierce cult following long before its Western release. You play as a student who sneaks into school after hours to return a diary to the girl he likes, only to find the building locked, the hallways saturated with something deeply wrong, and a janitor who will absolutely kill you if he finds you. The setup is simple and the execution is committed to making you feel genuinely small and powerless inside a familiar, mundane space that has turned hostile overnight. This is not an action game. There are no weapons you can meaningfully use to fight back. Your toolkit is patience, observation, and knowing when to stop moving. The janitor AI is the centrepiece, and it holds up remarkably well. He reacts to sound, changes his patrol routes, and has a way of appearing in corridors you were certain were safe that never fully stops feeling threatening. The school itself is built with real attention to spatial coherence. Rooms connect the way rooms in an actual school would, which makes the environment feel grounded rather than gamey, and that groundedness is exactly what the horror needs to work. The puzzle design leans on classic survival horror logic, the kind where you find a clue, hold it in your head, wander the building, and feel the small satisfaction of pieces clicking. Some of the puzzles draw on Korean folklore, history, and school-culture specifics that Western players may find opaque without consulting notes or guides. That is a real friction point and worth knowing before you go in. The ghost encounters, layered on top of the janitor threat, add another dimension of dread, and several of them are genuinely disturbing in a way that lingers after you close the game. The atmosphere is where the craft shows most clearly. The sound design does quiet things in the background, creaks and distant footsteps and ambient wrongness, that keep your nervous system engaged during even the slower stretches. The pacing is deliberate and the opening sections are slow, even by the standards of the genre. This is a game that asks you to sit with discomfort, to learn the school methodically, and to feel the weight of being somewhere you should not be. The remaster brings the visuals up without scrubbing away the original's slightly rough texture, which is the right call. It still feels like the specific game it was meant to be rather than a polished corporate re-release. Multiple difficulty settings and alternate storyline branches give it real replay value for people who finish horror games and want to see what they missed the first time through. If you want something loud and aggressive, this is not your game. If you find yourself drawn to slow-burn horror with real craft behind it, to games that understand that a school hallway at 2am can be more frightening than any monster with teeth, White Day earns the attention it never quite got at the scale it deserved. The cult status is not nostalgia talking. It is a specifically made, specifically felt piece of horror that rewards the patience it asks of you.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamStealth HorrorKorean HorrorJanitor AIGhost EncountersCult ClassicNo CombatAtmospheric HorrorMultiple EndingsFolklore-Inspired

Requisitos del sistema

Mínimos

Processor
Intel® Core™ E8400 or better
Memory
4 GB RAM
Graphics
Nvidia® GeForce® GTS 250 or better, Radeon HD 5750
DirectX
Version 9.0c
Storage
10 GB available space
Sound Card
Sta…

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Intel® Core™ i5-2300 or better
Memory
8 GB RAM
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Nvidia® GeForce® GTX 650, or better DirectX…

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Steam
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Información del juego

Desarrolladora
SONNORI Corp
Distribuidora
PQube Limited
Fecha de lanzamiento
22 ago 2017

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¿En qué plataformas está disponible White Day: A Labyrinth Named School?

White Day: A Labyrinth Named School está disponible en PC, Xbox.

¿Cuándo se lanzó White Day: A Labyrinth Named School?

White Day: A Labyrinth Named School se lanzó el 22 de agosto de 2017.

¿Quién desarrolló White Day: A Labyrinth Named School?

White Day: A Labyrinth Named School fue desarrollado por SONNORI Corp y publicado por PQube Limited.