Compare Emily Wants To Play prices across 50+ stores and find the best deal. Developed by Shawn Hitchcock. Published by SKH Apps. Released on 12/10/2015. Available on PC, Xbox. Genres: Action, Adventure, Casual, Indie, Simulation, Strategy.

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
ActionAdventureCasualIndieSimulationStrategy

Emily Wants To Play

Dec 10, 2015Shawn HitchcockSKH Apps
GamerScout Says

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

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About Emily Wants To Play

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

Tags

steamRule-Based SurvivalSingle-Session HorrorJump ScarePattern RecognitionAtmosphericShort Horror

System Requirements

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Reviews & Ratings

Steam
79%(2,307)

Game Info

Developer
Shawn Hitchcock
Publisher
SKH Apps
Release Date
Dec 10, 2015

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