
Five Nights at Freddy's 4
The scariest entry in the classic FNAF run, but also the most polarising. Swap your camera feeds for a flashlight and a prayer, and prepare to fail on audio cues you can barely hear.
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About Five Nights at Freddy's 4
I went in expecting the same camera-juggling loop that defined the first three games and got something that felt genuinely different in ways that are both thrilling and frustrating in equal measure. Scott Cawthon stripped the whole security-room concept out and dropped the player into a child's bedroom, clutching a flashlight, with four points of entry to monitor: the left hallway door, the right hallway door, the closet directly ahead, and the bed behind you. No camera feeds, no security monitors, nothing. The entire defensive system is now built around listening for breathing sounds at the doors before deciding whether to shine the light or slam the door shut. That one-second hesitation is the core design loop, and on a good headset in a dark room it produces a specific kind of dread that none of the previous games matched. The animatronics have been redesigned as Nightmare variants of Freddy, Chica, Bonnie, and Foxy, and the visual overhaul is a genuine step up. Where the original games relied on grainy CCTV aesthetics, here you see the creatures up close in full fidelity, which makes corridor checks genuinely unsettling. Nightmare Fredbear is the late-game centrepiece, and the phantoms of Nightmare Freddy that accumulate on the bed until they coalesce into a full attack add a second threat layer you have to manage while rotating between doors and closet. Between nights, the game offers two types of break: retro-styled minigames that unfold the story of a bullied child in a surprisingly dark narrative, and the "Fun with Plushtrap" side challenge, where catching the small Springtrap variant on a marked X using only your flashlight can shave two hours off the following night, starting it at 2am instead of midnight. That risk-reward structure is the closest FNAF 4 gets to strategic depth, and it works. Here is the honest problem: the audio-cue system that makes the game scary is also the system most likely to make it feel unfair. Listening for breathing at a door sounds clean in theory, but several reviewers and a significant slice of the player base report that the cues are inconsistent enough that pure pattern recognition breaks down. You end up reacting to anything that sounds slightly off rather than reading the specific threat tell you are supposed to be reading. The pacing across eight nights (the most in any entry in the original run) is also uneven, with the first four nights feeling almost slow, then a sharp jump in difficulty around Nightmare Fredbear's arrival. There is no Phone Guy tutorial voice to ease newcomers through the new rules, which is a deliberate choice that preserves atmosphere but leaves first-timers without any in-game scaffolding. A free Halloween Edition update, exclusive to the Steam PC release, later added Nightmare Balloon Boy, Nightmare Mangle, and Nightmarionne as alternative threats, which adds replay value if you have already cleared the base nights. Who is this for? Series fans who want to see where the original lore thread ends, players who prioritise atmosphere over mechanical variety, and anyone running headphones in a dark room looking for a genuinely unsettling two-hour session. Who should skip it? Players who bounced off the first game's loop and were hoping for a major mechanical evolution will not find it here. The removal of cameras is a genuine design pivot, but the replacement system has a narrower skill ceiling, and critics including Destructoid and PC Gamer called out the lack of strategic variety as a step backwards. The Metacritic critic score sits at 51 out of 100, while user sentiment is notably warmer, with many fans rating it the scariest and most mechanically focused entry in the classic four-game run. That gap between critic and player reception tells you most of what you need to know: this is a game that rewards people already invested in the series and punishes those looking for expansion. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 13 ProtonDB community reports.
System Requirements
Minimum
- OS
- Win XP, 7, 8, Vista, 10
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Processor
- 2 GHz Intel Pentium 4 or AMD Athlon or equivalent
Community Discussion
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Reviews & Ratings
Game Info
- Developer
- Scott Cawthon
- Publisher
- Scott Cawthon
- Release Date
- Jul 23, 2015


