Compare 123 Slaughter Me Street prices across 50+ stores and find the best deal. Developed by Nate Sanders. Published by Impulse Game Studios, LLC.. Released on 9/25/2015. Available on PC. Genres: Action, Indie.

Muppet-faced monsters in a pitch-black corridor, a dying flashlight, and no way to run. If paranoia-flavored indie horror with a darkly clever premise hooks you, this one earns its cult following.

I want to talk about the premise here, because it is genuinely one of the more inspired left-turns in low-budget horror: you play a criminal fleeing the police who crashes through an abandoned building's roof, injures an ankle, and now has to limp upward through seven floors of darkness, hunted by muppet-like puppet creatures born from the imagination of a missing toymaker. The Sesame Street parody scaffolding is not a throwaway joke. There is real unease in seeing something designed to be cheerful and child-friendly warped into something that wants to corner you in a doorway. The core loop is mechanically tight in concept, if not always in execution. You walk forward down a corridor you cannot reverse out of, checking doorways on either side for The Greeter and The Waiter, while also glancing behind you to track The Follower. Your only tool is a flashlight that flickers and occasionally dies, which you smack with the spacebar to revive it. The limited mobility and the fixed-forward movement feel intentional rather than lazy - the game is essentially a first-person Red Light, Green Light run, and the controls reinforce that you are injured, panicked, and not in control. Memorizing each puppet's behavioral patterns is the actual skill the game asks for, and when that clicks, the runs feel tense in exactly the right way. Where it stumbles is a problem the community has noted pretty consistently. The same corridor-and-staircase layout repeats across all seven floors, and without environmental detail - no posters, no scattered relics on the walls telling you where you are or what happened here - the building feels hollow rather than haunted. The jump-scares also lose their bite once you understand the RNG patterns, and occasionally the puppet placement is simply unfair rather than scary. The flashlight's unreliability can compound this frustration: the mechanic that should generate the most dread sometimes just generates irritation when you are dying to a problem you cannot react to. The sound design is where I find myself defending this game most warmly. The ambient creaks and the low, shapeless score that sits under every floor communicate abandonment and wrongness in a way the visuals alone cannot. The opening menu, where a different evil laugh greets each new game session, is a small handcrafted touch that signals someone cared about the feel of this thing. The ending - the building burns, three puppets converge, the credits roll over an evil laugh, and something called The Nightmare surfaces from the flames before sinking back - is abrupt, but it fits. This is a game that knows it is short (roughly two hours at most) and does not pretend otherwise. The honest recommendation here is narrow but genuine. If you came up in the Five Nights at Freddy's era of micro-horror and you have a soft spot for mascot horror that layers dark mythology under a cheerful stolen aesthetic, 123 Slaughter Me Street is a curio worth an hour of your time. Its rough edges are real. The world-building is sparse where it could have been dense. The controls will aggravate you. But the concept has real bones, the puppet trio has distinct personalities, and the paranoia the game manufactures in its better moments is the real thing. Kai, Scout Team

123 Slaughter Me Street
ActionIndie

123 Slaughter Me Street

Sep 25, 2015Nate SandersImpulse Game Studios, LLC.
GamerScout Says

Muppet-faced monsters in a pitch-black corridor, a dying flashlight, and no way to run. If paranoia-flavored indie horror with a darkly clever premise hooks you, this one earns its cult following.

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Screenshots & Media

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About 123 Slaughter Me Street

I want to talk about the premise here, because it is genuinely one of the more inspired left-turns in low-budget horror: you play a criminal fleeing the police who crashes through an abandoned building's roof, injures an ankle, and now has to limp upward through seven floors of darkness, hunted by muppet-like puppet creatures born from the imagination of a missing toymaker. The Sesame Street parody scaffolding is not a throwaway joke. There is real unease in seeing something designed to be cheerful and child-friendly warped into something that wants to corner you in a doorway. The core loop is mechanically tight in concept, if not always in execution. You walk forward down a corridor you cannot reverse out of, checking doorways on either side for The Greeter and The Waiter, while also glancing behind you to track The Follower. Your only tool is a flashlight that flickers and occasionally dies, which you smack with the spacebar to revive it. The limited mobility and the fixed-forward movement feel intentional rather than lazy - the game is essentially a first-person Red Light, Green Light run, and the controls reinforce that you are injured, panicked, and not in control. Memorizing each puppet's behavioral patterns is the actual skill the game asks for, and when that clicks, the runs feel tense in exactly the right way. Where it stumbles is a problem the community has noted pretty consistently. The same corridor-and-staircase layout repeats across all seven floors, and without environmental detail - no posters, no scattered relics on the walls telling you where you are or what happened here - the building feels hollow rather than haunted. The jump-scares also lose their bite once you understand the RNG patterns, and occasionally the puppet placement is simply unfair rather than scary. The flashlight's unreliability can compound this frustration: the mechanic that should generate the most dread sometimes just generates irritation when you are dying to a problem you cannot react to. The sound design is where I find myself defending this game most warmly. The ambient creaks and the low, shapeless score that sits under every floor communicate abandonment and wrongness in a way the visuals alone cannot. The opening menu, where a different evil laugh greets each new game session, is a small handcrafted touch that signals someone cared about the feel of this thing. The ending - the building burns, three puppets converge, the credits roll over an evil laugh, and something called The Nightmare surfaces from the flames before sinking back - is abrupt, but it fits. This is a game that knows it is short (roughly two hours at most) and does not pretend otherwise. The honest recommendation here is narrow but genuine. If you came up in the Five Nights at Freddy's era of micro-horror and you have a soft spot for mascot horror that layers dark mythology under a cheerful stolen aesthetic, 123 Slaughter Me Street is a curio worth an hour of your time. Its rough edges are real. The world-building is sparse where it could have been dense. The controls will aggravate you. But the concept has real bones, the puppet trio has distinct personalities, and the paranoia the game manufactures in its better moments is the real thing. Kai, Scout Team

Tags

singleplayertier:sub-5Mascot HorrorPuppet AntagonistsFixed-Forward MovementCorridor HorrorRNG Enemy PlacementCult HorrorShort HorrorFlashlight MechanicDark MythologyVillain Protagonist

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7, Vista, 8, 10, 11
Memory
2 GB RAM
DirectX
Version 9.0
Storage
2 GB available space
Graphics
Nvidia GeForce GT 630M / AMD Radeon HD 7520G
Processor
Intel / AMD 2.4-2.7 GHz Dual Core

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Game Info

Developer
Nate Sanders
Publisher
Impulse Game Studios, LLC.
Release Date
Sep 25, 2015

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123 Slaughter Me Street is available on PC.

When was 123 Slaughter Me Street released?

123 Slaughter Me Street was released on 25 September 2015.

Who developed 123 Slaughter Me Street?

123 Slaughter Me Street was developed by Nate Sanders and published by Impulse Game Studios, LLC..