Little Nightmares Secrets of the Maw Expansion Pass
If the base game left you wanting more of the Maw's grim secrets, the Runaway Kid's three-chapter parallel escape delivers exactly that -- with a gut-punch ending you probably won't see coming until it's too late.
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About Little Nightmares Secrets of the Maw Expansion Pass
My first time through Secrets of the Maw, I kept waiting for the moment it would feel like DLC filler. It never came. Tarsier took the smart route: instead of a disconnected side story, they built a parallel escape that runs alongside Six's journey, letting you haunt the same corridors from a completely different angle. You play as the Runaway Kid, a skinnier, scruffier prisoner who shares the same hopeless goal but gets a very different fate. The connective tissue between his story and Six's is genuinely clever, and the ending recontextualizes a moment from the base game in a way that is both quiet and devastating. The expansion breaks into three chapters -- The Depths, The Hideaway, and The Residence -- each with its own mechanical identity. The Depths drops you into a flooded, half-submerged section of the Maw where swimming is the main traversal tool and the Granny, a hunched water-dwelling creature who senses movement through the surface, is your primary threat. She is briefly seen but constantly implied, which keeps the tension taut. The Hideaway shifts tone almost completely: it is the most puzzle-heavy chapter in the whole Little Nightmares catalogue, built around recruiting Nomes by hugging them and directing small crowds of them to push doors, pull levers, and shovel coal into the Maw's furnace. The hub-style level design here is a meaningful departure from the base game's linear structure, though some players find the puzzle density a little heavy when stacked against the stealth-and-sprint rhythm they came for. The Residence, the final chapter, is where the expansion finds its peak -- a visit to the Lady's private quarters that introduces Shadow Kids (porcelain-masked creatures that the Kid's flashlight can destroy) and delivers the kind of dread the first two chapters occasionally strained to match. The flashlight is worth singling out. In The Depths it lights dark corners; in The Residence it becomes an actual weapon against shadow enemies. It is a simple mechanical through-line that gives the Kid a distinct identity separate from Six, who relied on nothing but her own nerve. The Kid feels slightly more empowered at the cost of feeling slightly more vulnerable narratively -- which is exactly where the story needs him. What does not always land is the first two chapters' enemy encounter design. The Granny's final confrontation in The Depths requires some trial-and-error sequencing that kills momentum when horror games should be killing composure. The Hideaway can also drag for players who are not naturally drawn to puzzle-box design. Neither issue is fatal, but both are noticeable. The Residence rescues the overall arc and makes the full three-chapter run feel earned. Total runtime lands around three to four hours, which is roughly comparable to the base game. Collectibles (flotsam objects per chapter), Steam Achievements, and the grim pull of lore-hunting give completionists a reason to return. If you finished Little Nightmares and felt like the world had more to say, it does. The Runaway Kid's story says it quietly, and then says something final that lingers. Alex, Scout Team
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Game Info
- Developer
- Tarsier Studios
- Publisher
- BANDAI NAMCO Entertainment
- Release Date
- Jun 6, 2017