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Come in, it's open

Thanks to everyone who has supported us during the development. To everyone who was waiting. "Knock-Knock" is finally out.

Tonight download links will be sent to everyone who's helped fund the game via Kickstarter or Strings. Warning: due to software limitations it is possible that the link may be a bit late, but you'll definitely receive it by tomorrow afternoon. If something mysterious happens and you don't get an e-mail, or the e-mail is incomplete and lacks any of your rewards, or you are attacked by furry forest creatures, or something else is wrong, please don't hesitate to send us a note via support@ice-pick.com so that we can figure something out.

As of now, the game's only available on Steam, but on Monday we'll make non-Steam versions (for PC, Mac, Linux) available on our site. Stay tuned. We'll also be available on GOG later, if that's the distribution platform of your choice.

And now we're embarking to make iOS and Android versions. We're planning for the iOS version to be ready by mid-December, and the Android version—by the end of the year. This year, that is. Felt like it'd be appropriate to clear any possible confusion here. See, there are many wonderful platforms in the world but only a single programmer in our studio.

 

How It All Began

In late November, 2011, a strange and troubling event has happened to our studio. We have received an anonymous e-mail which suggested that we should produce some "unconventional" game based upon the materials attached to the letter. Such offers are a dime a dozen and most of the time they barely deserve any attention at all, however, this one seemed quite different.

The attachment contained a set of 19 files added to an archive titled "lestplay". The files (snippets of text, scraps of audio recording, video footage fragments) as well as the style and wording of the message itself appeared to be rather disturbing. The surface examination did not reveal anything straightforwardly terrifying, yet we could not escape the feeling that something truly sinister was lurking underneath.

The stranger was begging us to complete the project he has started, yet he also made us well aware of the risk we took as the proposed ludic situation would potentially explain what calamity befell whoever has compiled the ominous archive, thus urging ourselves to meet the same fate.

The unknown Author was a gentleman and a scholar - he stated that he would introduce no boundaries to our creative freedom, yet he insisted that along with the ludic situation itself the items forming the "lestplay" archive should be included into the game, "else everything would be futile".

Alongside a significant number of others, we tend to lend a certain amount of credibility to mysticism, yet this specific predicament seemed more like a shoddy mystification. We were fed up with a massive number of similar "cursed files" tricks and at times we felt inclined to erase the whole thing for good.

However, upon consideration, we still decided to take part in this experiment. At the very least we would find out what the result would be, and what awful fate would possibly await us, as we will obviously be the first people to play the game.

Please find the initial details of the story below.

 

The Concept of the Game

There is an unusual cabin deep in the woods. It had served as a laboratory and a dwelling for three generations of Lodgers.

But as of late the latest Lodger has been noticing weird changes in familiar surroundings; things are missing, noises and rattle heard. Something odd is coming out of the woods. Come night, it seems like someone's made himself at home in the twilight of rooms, attics, and cellars.

You need to stay awake and sane till dawn.

The Lodger is wandering the rooms, evading the unknown, counting minutes till morning. But it's only in the night that he can solve the main puzzle and find the answers. What's going on? Are the Guests real, ot are they just figments of his insomniac imagination? What'd happened to the forest? What's happening to the cabin? Is there a line between reality and imagination?

 

Gameplay details

  • Hide! Play hide-and-seek with denizens of your nightmares.
  • Don't look now! The goal of each night is to reach dawn while still sane.
  • Fill in the gaps. The house aids the Lodger. You only have to fix it up and keep it in order.
  • Seek. The Lodger has lost something very important. The reason for what is happening is somewhere inside. Everything that is happening can be explained, you only need to find the key and bring it to light.
  • Wait. In this game you need to watch and listen carefully. Inspect and scrutinize. You only have to last until the sunrise.
  • Follow the rules of the game! Of course you must first understand the game being played with you.
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