Compare Locked in my Darkness prices across 50+ stores and find the best deal. Developed by Blusagi Team. Published by indie.io. Released on 12/9/2022. Available on PC, Linux. Genres: Indie, Simulation.

Forty minutes of slow-burn apartment dread with no save system and no combat. Worth it if the walking-sim horror format clicks for you, skip it if you want mechanical depth.

My spreadsheet instincts told me to pass on this one before I even loaded it. No systems to optimize, no branching build paths, no mod ecosystem to speak of. What pulled me in was the sheer specificity of what Blusagi Team were attempting: a compact, first-person psychological horror experience inside a claustrophobic apartment complex, where the only currency is attention and the only resource is nerve. The design commitment here is stark. There is no combat, no save file, and no way to pause your run and return to it later. The game locks you into a single sitting of roughly 40 to 60 minutes, during which you walk, observe, pick up environmental clues, and solve light puzzles to push the narrative forward. The apartment around you gradually fractures, shifting between a grounded realistic palette and a red, disorienting alternate dimension. Blusagi Team built the tension almost entirely through audio design and environmental transformation rather than scripted chases or monster encounters. Whether that lands depends entirely on how willing you are to let atmosphere do the heavy lifting. As someone who normally wants decision trees and consequence systems, I found the design honesty refreshing in small doses. The developer was transparent about what this is: a walking sim with puzzle elements. The puzzles themselves are light, more about orientation and clue-hunting than logic puzzles proper, which means the experience never derails into frustration. What it does do is commit hard to dread. The sound design is the strongest tool in the box, layering ambient noise and unsettling audio cues in ways that keep your guard up even in empty corridors. Where the game struggles is replayability, which is essentially zero, and with the absence of a save system the entire run needs to go uninterrupted. That is a genuine friction point, not a dealbreaker for a sub-hour game, but worth noting for anyone with an unpredictable schedule. Context matters here. This is the first entry in what became a trilogy from Blusagi Team, with Blue Maiden and Locked in my Darkness 2: The Room following it. The first game is the roughest of the three in terms of production scope, carrying roughly 78% positive Steam user reviews across a small sample. If the concept grabs you, the sequels expand on the formula considerably, with the second entry reportedly running two to three hours and adding multiple endings. Treating this original as a proof-of-concept session rather than a standalone genre statement is the right frame. For strategy and sim players curious about horror adjacents, think of it as the tutorial level of a developer finding their voice, and price it accordingly. Diego, Scout Team

Locked in my Darkness
IndieSimulation

Locked in my Darkness

Dec 9, 2022Blusagi Teamindie.io
GamerScout Says

Forty minutes of slow-burn apartment dread with no save system and no combat. Worth it if the walking-sim horror format clicks for you, skip it if you want mechanical depth.

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About Locked in my Darkness

My spreadsheet instincts told me to pass on this one before I even loaded it. No systems to optimize, no branching build paths, no mod ecosystem to speak of. What pulled me in was the sheer specificity of what Blusagi Team were attempting: a compact, first-person psychological horror experience inside a claustrophobic apartment complex, where the only currency is attention and the only resource is nerve. The design commitment here is stark. There is no combat, no save file, and no way to pause your run and return to it later. The game locks you into a single sitting of roughly 40 to 60 minutes, during which you walk, observe, pick up environmental clues, and solve light puzzles to push the narrative forward. The apartment around you gradually fractures, shifting between a grounded realistic palette and a red, disorienting alternate dimension. Blusagi Team built the tension almost entirely through audio design and environmental transformation rather than scripted chases or monster encounters. Whether that lands depends entirely on how willing you are to let atmosphere do the heavy lifting. As someone who normally wants decision trees and consequence systems, I found the design honesty refreshing in small doses. The developer was transparent about what this is: a walking sim with puzzle elements. The puzzles themselves are light, more about orientation and clue-hunting than logic puzzles proper, which means the experience never derails into frustration. What it does do is commit hard to dread. The sound design is the strongest tool in the box, layering ambient noise and unsettling audio cues in ways that keep your guard up even in empty corridors. Where the game struggles is replayability, which is essentially zero, and with the absence of a save system the entire run needs to go uninterrupted. That is a genuine friction point, not a dealbreaker for a sub-hour game, but worth noting for anyone with an unpredictable schedule. Context matters here. This is the first entry in what became a trilogy from Blusagi Team, with Blue Maiden and Locked in my Darkness 2: The Room following it. The first game is the roughest of the three in terms of production scope, carrying roughly 78% positive Steam user reviews across a small sample. If the concept grabs you, the sequels expand on the formula considerably, with the second entry reportedly running two to three hours and adding multiple endings. Treating this original as a proof-of-concept session rather than a standalone genre statement is the right frame. For strategy and sim players curious about horror adjacents, think of it as the tutorial level of a developer finding their voice, and price it accordingly. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Walking Sim HorrorNo-Combat HorrorSingle-SittingApartment HorrorReality-ShiftingEnvironmental StorytellingSeries Entry 1

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7 64-bit or higher
Memory
8 GB RAM
DirectX
Version 10
Storage
3 GB available space
Graphics
Nvidia GTX 750 TI
Processor
Intel® Core™ i5-3470 or AMD Ryzen™ 3 1200
Sound Card
Windows Compatible Audio Device.

Recommended

OS
Windows 10 64-bit
Memory
16 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
Nvidia GTX 1060 or higher
Processor
Intel Core i7-6700k 4.0GHz / AMD Ryzen 3-2200G 3.5Ghz or higher
Sound Card
Windows Compatible Audio Device.

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Game Info

Developer
Blusagi Team
Publisher
indie.io
Release Date
Dec 9, 2022

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What platforms is Locked in my Darkness available on?

Locked in my Darkness is available on PC, Linux.

When was Locked in my Darkness released?

Locked in my Darkness was released on 9 December 2022.

Who developed Locked in my Darkness?

Locked in my Darkness was developed by Blusagi Team and published by indie.io.