Compare Strange Night prices across 50+ stores and find the best deal. Developed by Labory. Published by SA Industry. Released on 7/26/2016. Available on PC. Genres: Indie.

A first-person horror that locks you out until 10 PM by design, then dares you to survive a night of camera feeds and dark corridors. Atmospheric craft over polish, with mixed results on Steam to prove it.

I have a soft spot for tiny horror experiments that swing big on a single gimmick, and Strange Night has one worth talking about before anything else: it physically refuses to run between 7 AM and 10 PM, locked to your system clock. That is either the most committed piece of immersive design you will encounter in a sub-five-dollar game, or a frustrating barrier depending on your schedule. I lean toward respecting the conviction, even when the execution around it is shakier. The loop itself borrows from two very recognizable sources. You sit at a security console monitoring CCTV feeds across an apartment hired out by a mysterious client, scanning for anything wrong, and then you leave to do physical rounds through the same corridors. The camera-watching half pulls from the tension of Five Nights at Freddy's, where leaving the monitor always feels like a risk. The walking sections reach for the oppressive, loop-bending dread of P.T., that legendary Konami demo that haunted everyone who played it in 2014. Strange Night cites both influences openly, which is honest, but it also means you arrive with a clear measuring stick. On the camera side, the tension is genuine for a while. Something feels off in the feeds before anything explicitly happens, and that low-key wrongness carries the early minutes well. The on-foot rounds are where the atmosphere thins. Corridors feel underpopulated with detail, and the jump scares that eventually surface lean on timing rather than earned dread. What the game does well is mood before action. The soundscape does real work here, quiet ambient hum punctuated by sounds that may or may not be significant. For a one-person production at this price tier, the audio restraint is more impressive than the visuals, which are functional but sparse. Community discussion mentions a puzzle section involving a coded lockbox, suggesting there is at least one moment requiring observation rather than just survival, though the overall runtime is short enough that it ends before it fully develops its ideas. Players who have spent time with it broadly land on "interesting but brief," which maps to my read of what the design is reaching for. The mixed Steam reception is honest feedback. This is not a polished product. Rooms occasionally feel like placeholder geometry, and the narrative framing is thin. But there is a developer here making deliberate choices, not just assembling asset-pack horror. The real-time clock lock is a design statement. The restraint in telegraphing scares is intentional pacing. Whether those choices land depends almost entirely on how generously you read unpolished indie ambition versus expecting a finished experience. If you are the kind of player who gives a scrappy first effort the benefit of the doubt, especially at this price point, Strange Night earns a single late-night session. If you need mechanical depth, substantial runtime, or a satisfying narrative resolution, it will feel incomplete before the shift is over. Kai, Scout Team

Strange Night
Indie

Strange Night

Jul 26, 2016LaborySA Industry
GamerScout Says

A first-person horror that locks you out until 10 PM by design, then dares you to survive a night of camera feeds and dark corridors. Atmospheric craft over polish, with mixed results on Steam to prove it.

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Screenshots & Media

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About Strange Night

I have a soft spot for tiny horror experiments that swing big on a single gimmick, and Strange Night has one worth talking about before anything else: it physically refuses to run between 7 AM and 10 PM, locked to your system clock. That is either the most committed piece of immersive design you will encounter in a sub-five-dollar game, or a frustrating barrier depending on your schedule. I lean toward respecting the conviction, even when the execution around it is shakier. The loop itself borrows from two very recognizable sources. You sit at a security console monitoring CCTV feeds across an apartment hired out by a mysterious client, scanning for anything wrong, and then you leave to do physical rounds through the same corridors. The camera-watching half pulls from the tension of Five Nights at Freddy's, where leaving the monitor always feels like a risk. The walking sections reach for the oppressive, loop-bending dread of P.T., that legendary Konami demo that haunted everyone who played it in 2014. Strange Night cites both influences openly, which is honest, but it also means you arrive with a clear measuring stick. On the camera side, the tension is genuine for a while. Something feels off in the feeds before anything explicitly happens, and that low-key wrongness carries the early minutes well. The on-foot rounds are where the atmosphere thins. Corridors feel underpopulated with detail, and the jump scares that eventually surface lean on timing rather than earned dread. What the game does well is mood before action. The soundscape does real work here, quiet ambient hum punctuated by sounds that may or may not be significant. For a one-person production at this price tier, the audio restraint is more impressive than the visuals, which are functional but sparse. Community discussion mentions a puzzle section involving a coded lockbox, suggesting there is at least one moment requiring observation rather than just survival, though the overall runtime is short enough that it ends before it fully develops its ideas. Players who have spent time with it broadly land on "interesting but brief," which maps to my read of what the design is reaching for. The mixed Steam reception is honest feedback. This is not a polished product. Rooms occasionally feel like placeholder geometry, and the narrative framing is thin. But there is a developer here making deliberate choices, not just assembling asset-pack horror. The real-time clock lock is a design statement. The restraint in telegraphing scares is intentional pacing. Whether those choices land depends almost entirely on how generously you read unpolished indie ambition versus expecting a finished experience. If you are the kind of player who gives a scrappy first effort the benefit of the doubt, especially at this price point, Strange Night earns a single late-night session. If you need mechanical depth, substantial runtime, or a satisfying narrative resolution, it will feel incomplete before the shift is over. Kai, Scout Team

Tags

singleplayertrading-cardstier:sub-5Real-Time Clock GimmickCCTV MechanicsShort RuntimePT-InspiredAtmospheric AudioJump ScaresApartment Horror

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP/Vista/7/8/8.1/10
Memory
2 GB RAM
DirectX
Version 11
Graphics
1024 MB
Processor
Intel Core 2.3 GHz
Sound Card
DirectX 9.0c compatible

Recommended

OS
Windows XP/Vista/7/8/8.1/10
Memory
4 GB RAM
DirectX
Version 11
Graphics
2048 MB
Processor
Intel Core i3 - 3.0 GHz

Community Discussion

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Game Info

Developer
Labory
Publisher
SA Industry
Release Date
Jul 26, 2016

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What platforms is Strange Night available on?

Strange Night is available on PC.

When was Strange Night released?

Strange Night was released on 26 July 2016.

Who developed Strange Night?

Strange Night was developed by Labory and published by SA Industry.