Compare Five Nights at Freddy's 3 prices across trusted key stores and find the best deal. Developed by Scott Cawthon. Published by Scott Cawthon. Released on 3/2/2015. Available on PC, Xbox. Genres: Action, Indie, Simulation. Metacritic score: 68/100.

Springtrap is hunting you, three systems are breaking down simultaneously, and the phantom version of Foxy just erased your audio lure. Worth it? Depends entirely on whether you came for lore closure or raw scares.

My usual beat is grand strategy, but survival horror with resource-management under pressure is still decision-making under constraints, and FNAF 3 is nothing if not that. You sit in a single security office at Fazbear's Fright, a horror attraction built on the wreckage of the first two games' locations, and you juggle three systems at once: the 15-camera CCTV network spread across two layers, an audio-lure speaker you use to redirect Springtrap away from your position, and a ventilation-plus-systems panel that breaks down randomly and needs manual rebooting. The reboot forces you off cameras at the worst possible moment. That three-way resource conflict is genuinely the most mechanically layered setup the series had seen to that point, and critics at PC Gamer and Destructoid both singled out the reworked camera system as a real improvement over the earlier games. Springtrap himself is the one active threat, and reducing the roster from eleven animatronics down to a single adversary is the game's most polarizing design call. On one hand, tracking one enemy across a branching vent-and-corridor map through a grainy CCTV feed creates a focused, chess-like tension where correctly reading Springtrap's routing pattern and firing the audio lure at the right room actually feels like outplaying the AI. On the other hand, once you internalize that pattern, the difficulty curve flattens out faster than in the previous entries. Phantom versions of Bonnie, Chica, Foxy, Freddy, and others from earlier games appear as hallucinations that trigger jump scares and knock a system offline if you make eye contact at the wrong moment. They add chaos, but most critics and a chunk of the community agree they wear out their welcome by Night 3, cycling into nuisance territory rather than genuine dread. The Atari-style minigames between nights carry the heaviest narrative load in the whole trilogy. Five of them trace the story of a purple-figured killer and the original animatronics directly, and six more are hidden behind deliberately obscure activation steps. Completing the secret set in the right order unlocks the better of two endings. The problem is that the unlock conditions are opaque enough to require a guide on a first playthrough, and the payoff, while emotionally resonant for invested fans, is just a different static screen. If you care about the William Afton lore arc, this is a critical chapter. If you don't, the minigames read as optional filler with unreasonably hidden triggers. Atmosphere is where FNAF 3 earns its keep even for skeptics. The setting, a run-down attraction dressed in relics from the previous games, is visually unsettling in a way the cleaner environments of its predecessors weren't. Foxy's jaw mounted on a wall, Chica's head repurposed as a lamp, the sickly green-yellow CCTV hue, all of it builds a sense of decay that suits the story's thirty-years-later framing. Audio design is the weak link. The jump-scare sting sounds lack sharpness compared to earlier entries, and several patches post-launch had to add Springtrap walking and groaning sounds that were missing at release. For series newcomers this is the wrong entry point. Start with the first game; FNAF 3 is built to close a narrative loop, not open one. For returning players who found FNAF 2's eleven-animatronic juggling act overwhelming, this pared-down, more skill-legible structure might actually click better. The dual-ending system and hidden minigames offer genuine replay incentive if you're willing to follow a guide the first time. Metacritic sits at 68, which feels about right for a game that mechanically improved the formula while emotionally delivering less than what the buildup promised. Diego, Scout Team

Five Nights at Freddy's 3

Five Nights at Freddy's 3

Mar 2, 2015Scott Cawthon
GamerScout Says

Springtrap is hunting you, three systems are breaking down simultaneously, and the phantom version of Foxy just erased your audio lure. Worth it? Depends entirely on whether you came for lore closure or raw scares.

PCXbox
Steam Deck VerifiedProtonDB Platinum
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Historical low: €1.96

GamerScout Verdict

Best for FNAF fans seeking lore closure; too mechanically stripped for newcomers expecting the full animatronic chaos of earlier entries.

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About Five Nights at Freddy's 3

My usual beat is grand strategy, but survival horror with resource-management under pressure is still decision-making under constraints, and FNAF 3 is nothing if not that. You sit in a single security office at Fazbear's Fright, a horror attraction built on the wreckage of the first two games' locations, and you juggle three systems at once: the 15-camera CCTV network spread across two layers, an audio-lure speaker you use to redirect Springtrap away from your position, and a ventilation-plus-systems panel that breaks down randomly and needs manual rebooting. The reboot forces you off cameras at the worst possible moment. That three-way resource conflict is genuinely the most mechanically layered setup the series had seen to that point, and critics at PC Gamer and Destructoid both singled out the reworked camera system as a real improvement over the earlier games. Springtrap himself is the one active threat, and reducing the roster from eleven animatronics down to a single adversary is the game's most polarizing design call. On one hand, tracking one enemy across a branching vent-and-corridor map through a grainy CCTV feed creates a focused, chess-like tension where correctly reading Springtrap's routing pattern and firing the audio lure at the right room actually feels like outplaying the AI. On the other hand, once you internalize that pattern, the difficulty curve flattens out faster than in the previous entries. Phantom versions of Bonnie, Chica, Foxy, Freddy, and others from earlier games appear as hallucinations that trigger jump scares and knock a system offline if you make eye contact at the wrong moment. They add chaos, but most critics and a chunk of the community agree they wear out their welcome by Night 3, cycling into nuisance territory rather than genuine dread. The Atari-style minigames between nights carry the heaviest narrative load in the whole trilogy. Five of them trace the story of a purple-figured killer and the original animatronics directly, and six more are hidden behind deliberately obscure activation steps. Completing the secret set in the right order unlocks the better of two endings. The problem is that the unlock conditions are opaque enough to require a guide on a first playthrough, and the payoff, while emotionally resonant for invested fans, is just a different static screen. If you care about the William Afton lore arc, this is a critical chapter. If you don't, the minigames read as optional filler with unreasonably hidden triggers. Atmosphere is where FNAF 3 earns its keep even for skeptics. The setting, a run-down attraction dressed in relics from the previous games, is visually unsettling in a way the cleaner environments of its predecessors weren't. Foxy's jaw mounted on a wall, Chica's head repurposed as a lamp, the sickly green-yellow CCTV hue, all of it builds a sense of decay that suits the story's thirty-years-later framing. Audio design is the weak link. The jump-scare sting sounds lack sharpness compared to earlier entries, and several patches post-launch had to add Springtrap walking and groaning sounds that were missing at release. For series newcomers this is the wrong entry point. Start with the first game; FNAF 3 is built to close a narrative loop, not open one. For returning players who found FNAF 2's eleven-animatronic juggling act overwhelming, this pared-down, more skill-legible structure might actually click better. The dual-ending system and hidden minigames offer genuine replay incentive if you're willing to follow a guide the first time. Metacritic sits at 68, which feels about right for a game that mechanically improved the formula while emotionally delivering less than what the buildup promised.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayertier:aaaSurvival HorrorResource ManagementDual EndingsLore-HeavySingle Threat AIAtmosphericPoint-and-Click HorrorHidden Minigames

System Requirements

Minimum

OS
XP,Vista,Windows 7, Windows 8
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

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Reviews & Ratings

Metacritic
68

Game Info

Developer
Scott Cawthon
Publisher
Scott Cawthon
Release Date
Mar 2, 2015

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Five Nights at Freddy's 3 is available on PC, Xbox.

When was Five Nights at Freddy's 3 released?

Five Nights at Freddy's 3 was released on 2 March 2015.

Who developed Five Nights at Freddy's 3?

Five Nights at Freddy's 3 was developed by Scott Cawthon.

Is Five Nights at Freddy's 3 worth buying?

Five Nights at Freddy's 3 holds a Metacritic score of 68/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.