Compare Silence of the Sleep prices across 50+ stores and find the best deal. Developed by Jesse Makkonen. Published by Jesse Makkonen. Released on 10/1/2014. Available on PC. Genres: Adventure, Indie. Metacritic score: 66/100.

A one-man psychological horror adventure that gets the atmosphere so right it almost forgives the puzzles that will leave you staring at a bathtub for twenty minutes.

I have a soft spot for games built entirely by one person, and Silence of the Sleep is the kind of project that makes that bias feel earned. Jesse Makkonen coded, animated, scored, and drew every pixel himself, and the cumulative weight of that handcraft shows up in ways that no committee-designed game quite manages. The world has a single consistent vision running through it, monochrome and bruised, and you feel it from the moment the main menu fades in without fanfare to reveal a silhouetted figure on a cliff edge. The structure is a side-scrolling 2D point-and-click adventure with a roughly ten-hour runtime. You guide Jacob Reeves through a series of chapters that alternate between creeping survival-horror sequences and quieter, almost surrealist adventure sections. The horror chapters pull hard from the Clock Tower school of design: no weapons, no fighting back, just reading enemy patrol patterns and pressing yourself behind boxes while a breath-holding mechanic hammers your pulse. Each chapter brings a different silhouette creature with its own design and rhythm to learn. The adventure chapters open things up considerably, placing Jacob in locations like a psychiatric lodge or a motel corridor where he talks to other residents and solves environmental puzzles. That tonal swing, from something genuinely terrifying to something almost wistful, is the game's most interesting structural choice, and it largely works. The visual language deserves its own paragraph. Every character is rendered as a pure silhouette, with a single color accent, a red tie on one figure, a blue coat on another, doing the work of distinguishing who is who. Blood reads vividly against the near-black backdrops. Lighting and particle effects give the environments a tactile, decaying quality that is striking for a debut release, let alone a solo one. The score ranges from discordant horror cues to smooth jazz and manages to make even the safer chapters feel subtly wrong, which is precisely the right call. Here is where the honest accounting lives. The puzzle design has no hand-holding, and that cuts both ways. There are moments where the lack of guidance genuinely tightens the tension, where not knowing what is hunting you makes the dread land harder. There are other moments where you will cycle through every interactable object in a large, multi-room environment because the one thing that matters gives no clear signal. The stealth sections, praised in early chapters, become grinding by the later ones as hiding spots thin out and backtracking lengthens. A save system that does not checkpoint generously is the kind of friction that belongs to an older era. The story, which starts as a compelling amnesiac mystery with a bartender figure offering unsettling guidance, resolves in a way that some will find resonant and others will find half-told. The clues are genuinely distributed throughout, so a second pass rewards the attentive. For the price this sits at, and for anyone who values atmosphere and handcraft over systems polish, this is the kind of small game that lingers. Go in knowing the puzzles will occasionally stump you for the wrong reasons. Stay for the sound design, which is among the best mood-setting work in the genre from this era. Kai, Scout Team

Silence of the Sleep
AdventureIndie

Silence of the Sleep

Oct 1, 2014Jesse Makkonen
GamerScout Says

A one-man psychological horror adventure that gets the atmosphere so right it almost forgives the puzzles that will leave you staring at a bathtub for twenty minutes.

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Screenshots & Media

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About Silence of the Sleep

I have a soft spot for games built entirely by one person, and Silence of the Sleep is the kind of project that makes that bias feel earned. Jesse Makkonen coded, animated, scored, and drew every pixel himself, and the cumulative weight of that handcraft shows up in ways that no committee-designed game quite manages. The world has a single consistent vision running through it, monochrome and bruised, and you feel it from the moment the main menu fades in without fanfare to reveal a silhouetted figure on a cliff edge. The structure is a side-scrolling 2D point-and-click adventure with a roughly ten-hour runtime. You guide Jacob Reeves through a series of chapters that alternate between creeping survival-horror sequences and quieter, almost surrealist adventure sections. The horror chapters pull hard from the Clock Tower school of design: no weapons, no fighting back, just reading enemy patrol patterns and pressing yourself behind boxes while a breath-holding mechanic hammers your pulse. Each chapter brings a different silhouette creature with its own design and rhythm to learn. The adventure chapters open things up considerably, placing Jacob in locations like a psychiatric lodge or a motel corridor where he talks to other residents and solves environmental puzzles. That tonal swing, from something genuinely terrifying to something almost wistful, is the game's most interesting structural choice, and it largely works. The visual language deserves its own paragraph. Every character is rendered as a pure silhouette, with a single color accent, a red tie on one figure, a blue coat on another, doing the work of distinguishing who is who. Blood reads vividly against the near-black backdrops. Lighting and particle effects give the environments a tactile, decaying quality that is striking for a debut release, let alone a solo one. The score ranges from discordant horror cues to smooth jazz and manages to make even the safer chapters feel subtly wrong, which is precisely the right call. Here is where the honest accounting lives. The puzzle design has no hand-holding, and that cuts both ways. There are moments where the lack of guidance genuinely tightens the tension, where not knowing what is hunting you makes the dread land harder. There are other moments where you will cycle through every interactable object in a large, multi-room environment because the one thing that matters gives no clear signal. The stealth sections, praised in early chapters, become grinding by the later ones as hiding spots thin out and backtracking lengthens. A save system that does not checkpoint generously is the kind of friction that belongs to an older era. The story, which starts as a compelling amnesiac mystery with a bartender figure offering unsettling guidance, resolves in a way that some will find resonant and others will find half-told. The clues are genuinely distributed throughout, so a second pass rewards the attentive. For the price this sits at, and for anyone who values atmosphere and handcraft over systems polish, this is the kind of small game that lingers. Go in knowing the puzzles will occasionally stump you for the wrong reasons. Stay for the sound design, which is among the best mood-setting work in the genre from this era. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Psychological HorrorStealth-EvasionSilhouette Art StyleAmnesia NarrativeChapter-BasedSolo DeveloperNo-Combat HorrorHandcrafted SoundtrackPurgatory Setting

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Platinum

Valve rates this game Steam Deck Unsupported. Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Vista, 7 or 8
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
1500 MB available space
Graphics
1024 MB card capable of shader 3.0
Processor
Dual Core 2.0 GHz
Sound Card
DirectX 9c Compliant
Additional Notes
Widescreen monitor (16:9) that supports refresh rate of 60Hz and minimum resolution of 1280x720.

Community Discussion

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Reviews & Ratings

Metacritic
66

Game Info

Developer
Jesse Makkonen
Publisher
Jesse Makkonen
Release Date
Oct 1, 2014

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What platforms is Silence of the Sleep available on?

Silence of the Sleep is available on PC.

When was Silence of the Sleep released?

Silence of the Sleep was released on 1 October 2014.

Who developed Silence of the Sleep?

Silence of the Sleep was developed by Jesse Makkonen.

Is Silence of the Sleep worth buying?

Silence of the Sleep holds a Metacritic score of 66/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.