Compare Five Nights at Freddy's prices across 50+ stores and find the best deal. Developed by Scott Cawthon. Published by Scott Cawthon. Released on 8/19/2014. Available on PC, Xbox. Genres: Indie, Simulation. Metacritic score: 78/100.

Tight resource management wrapped in genuine dread: this is the indie horror release that rewired what a single developer could accomplish with a camera grid and a power meter.

I put a strategy lens on almost everything I play, so walking into Five Nights at Freddy's expecting a shallow jump-scare delivery system was my mistake. What Scott Cawthon built here is a constrained decision loop that borrows more from resource management than from traditional horror, and once I started treating it that way, the whole thing clicked. The core loop is this: you sit immobile in a security office and must survive a shift from midnight to 6 a.m. across five increasingly brutal nights, with a sixth bonus night available after the main campaign. Your tools are a security camera monitor covering multiple feeds including the Show Stage, Pirate Cove, and the Backstage, two steel doors, and a pair of hallway lights. Every single action drains a shared power supply, and hitting zero percent is effectively a death sentence: the doors fly open, the cameras go dark, and Freddy Fazbear initiates a scripted attack sequence. The tension in the system comes from the fact that you can never just spam the doors closed and ride it out. Conservation is the entire game. Each of the four animatronics, Freddy, Bonnie, Chica, and Foxy, behaves differently. Bonnie always closes in from the left, Chica from the right, while Foxy in Pirate Cove uses a unique stage-based aggression mechanic that punishes players who neglect to periodically check his camera feed. Learning those patterns and building a personal rotation of camera checks versus door checks is where the genuine strategic depth lives, even if the ceiling is not high by sim standards. The atmosphere is where the game truly earns its 78 Metacritic score. Sound design does the heavy lifting: distant footsteps, mechanical laughter, sudden silence. PC Gamer described the experience as one where fear comes from anticipation rather than direct threat, and that is accurate. Experienced horror players may find the jump scares blunt after the first couple of deaths, and several critics noted that once you crack the animatronic behavior patterns, the game can start to feel repetitive. That criticism is fair. A full run across the five nights plus the sixth night takes roughly two to three hours, and the Custom Night mode, which lets you set individual AI aggression values from 0 to 20 for each animatronic, is the main reason to return. The infamous 4/20 mode, where every animatronic runs at maximum aggression simultaneously, is a genuine endurance test that has a dedicated speedrunning and challenge community around it. For players hunting lore over mechanics, the story is delivered almost entirely through implication: voicemails from an unnamed predecessor, missing-persons easter eggs, brief flashes of environmental graffiti, and the haunting context around "The Bite of '87." That cryptic, non-linear delivery style spawned one of gaming's most analysed fan communities and essentially invented a genre of YouTube lore-dissection content. None of it is spelled out, and that restraint is a feature, not an oversight. The honest ceiling here is short runtime and limited replayability for players who are not chasing the Custom Night challenge. This is not a 20-hour game. It is a concentrated, well-designed horror-resource-management session that rewards attention and punishes panic spending. If you approach it as a puzzle with animatronic routing as the variable, it clicks harder than the marketing-horror framing suggests. New players: do not mash the doors. Study Foxy first. Diego, Scout Team

Five Nights at Freddy's
IndieSimulation

Five Nights at Freddy's

Aug 19, 2014Scott Cawthon
GamerScout Says

Tight resource management wrapped in genuine dread: this is the indie horror release that rewired what a single developer could accomplish with a camera grid and a power meter.

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Screenshots & Media

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About Five Nights at Freddy's

I put a strategy lens on almost everything I play, so walking into Five Nights at Freddy's expecting a shallow jump-scare delivery system was my mistake. What Scott Cawthon built here is a constrained decision loop that borrows more from resource management than from traditional horror, and once I started treating it that way, the whole thing clicked. The core loop is this: you sit immobile in a security office and must survive a shift from midnight to 6 a.m. across five increasingly brutal nights, with a sixth bonus night available after the main campaign. Your tools are a security camera monitor covering multiple feeds including the Show Stage, Pirate Cove, and the Backstage, two steel doors, and a pair of hallway lights. Every single action drains a shared power supply, and hitting zero percent is effectively a death sentence: the doors fly open, the cameras go dark, and Freddy Fazbear initiates a scripted attack sequence. The tension in the system comes from the fact that you can never just spam the doors closed and ride it out. Conservation is the entire game. Each of the four animatronics, Freddy, Bonnie, Chica, and Foxy, behaves differently. Bonnie always closes in from the left, Chica from the right, while Foxy in Pirate Cove uses a unique stage-based aggression mechanic that punishes players who neglect to periodically check his camera feed. Learning those patterns and building a personal rotation of camera checks versus door checks is where the genuine strategic depth lives, even if the ceiling is not high by sim standards. The atmosphere is where the game truly earns its 78 Metacritic score. Sound design does the heavy lifting: distant footsteps, mechanical laughter, sudden silence. PC Gamer described the experience as one where fear comes from anticipation rather than direct threat, and that is accurate. Experienced horror players may find the jump scares blunt after the first couple of deaths, and several critics noted that once you crack the animatronic behavior patterns, the game can start to feel repetitive. That criticism is fair. A full run across the five nights plus the sixth night takes roughly two to three hours, and the Custom Night mode, which lets you set individual AI aggression values from 0 to 20 for each animatronic, is the main reason to return. The infamous 4/20 mode, where every animatronic runs at maximum aggression simultaneously, is a genuine endurance test that has a dedicated speedrunning and challenge community around it. For players hunting lore over mechanics, the story is delivered almost entirely through implication: voicemails from an unnamed predecessor, missing-persons easter eggs, brief flashes of environmental graffiti, and the haunting context around "The Bite of '87." That cryptic, non-linear delivery style spawned one of gaming's most analysed fan communities and essentially invented a genre of YouTube lore-dissection content. None of it is spelled out, and that restraint is a feature, not an oversight. The honest ceiling here is short runtime and limited replayability for players who are not chasing the Custom Night challenge. This is not a 20-hour game. It is a concentrated, well-designed horror-resource-management session that rewards attention and punishes panic spending. If you approach it as a puzzle with animatronic routing as the variable, it clicks harder than the marketing-horror framing suggests. New players: do not mash the doors. Study Foxy first. Diego, Scout Team

Tags

singleplayertier:aaaResource ManagementAnimatronic AICustom NightLore-HeavyChallenge RunShort-Form HorrorPattern RecognitionSingle-Session Horror

Steam Deck & Linux

Steam Deck VerifiedProtonDB Platinum

Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 71 ProtonDB community reports.

System Requirements

Minimum

OS
XP,Vista,Windows7
Memory
1 GB RAM
DirectX
Version 9.0
Storage
250 MB available space
Graphics
1 GB
Processor
2 GHz Intel Pentium 4 or AMD Athlon or equivalent

Community Discussion

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Reviews & Ratings

Metacritic
78

Game Info

Developer
Scott Cawthon
Publisher
Scott Cawthon
Release Date
Aug 19, 2014

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Five Nights at Freddy's is available on PC, Xbox.

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Five Nights at Freddy's was released on 19 August 2014.

Who developed Five Nights at Freddy's?

Five Nights at Freddy's was developed by Scott Cawthon.

Is Five Nights at Freddy's worth buying?

Five Nights at Freddy's holds a Metacritic score of 78/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.