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Knock-knock

Xbox One, Nintendo Switch, PlayStation Vita, PC (Microsoft Windows), Linux, Windows Phone, iOS, Mac, PlayStation 4, Android • 2013

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Quick resume

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.

Global score

87/100

Genres

Adventure, Casual, Indie, Platform, Role-playing (RPG), Simulator, Strategy, Arcade

Pros

  • Unique and immersive atmosphere
  • Strong psychological horror elements
  • Intriguing and cryptic story
  • Excellent sound design
  • Distinctive art style

Cons

  • Repetitive gameplay
  • Steep learning curve due to lack of tutorials
  • Some randomness can cause frustration
  • Short game length
  • Story ambiguity may confuse some players

Motivations

  • Autonomy
    3

    "Players have freedom to explore the house and forest, decide when to turn on lights, hide, or interact with objects, but gameplay loops are somewhat repetitive and guided by game mechanics."

  • Competence
    2

    "Game requires learning mechanics, managing time and hiding from enemies, but gameplay is relatively simple and can become repetitive; some randomness affects outcomes."

  • Competition
    -5

    "No evidence of competitive elements or player comparison; focus is on individual survival and exploration."

  • Continuation
    2

    "Players report being drawn into the atmosphere and story, replaying for different endings and deeper understanding, though gameplay can feel repetitive."

  • Cooperation
    -5

    "Entirely single-player experience with no cooperative or multiplayer features."

  • Creativity
    3

    "Players interpret story and world in personal ways; game features unique art style and encourages exploration of metaphors and symbolism."

  • Domination
    -5

    "No elements of exerting control or superiority over others; interactions are solitary and introspective."

  • Escapism
    4

    "Strongly immersive atmosphere and psychological horror provide escape from reality and engagement with surreal experience."

  • Expectation
    -4

    "Players engage voluntarily, drawn by curiosity and interest in the game's unique style and story rather than obligation."

  • Experimenting
    3

    "Players experiment with game mechanics, strategies for survival, and interpretation of cryptic story elements."

  • Exploration
    4

    "Exploration of changing house layouts, forest, and discovery of hidden notes and story fragments is central to gameplay."

  • Expression
    -3

    "Limited customization; expression mainly through player interpretation rather than avatar or environment modification."

  • Fantasy
    4

    "Game features surreal, psychological horror elements and imaginative creatures, blurring reality and hallucination."

  • Fellowship
    -5

    "No social or community features; experience is solitary."

  • Growth
    3

    "Players develop understanding of mechanics and story through repeated play and reflection."

  • Health
    -5

    "Sedentary gameplay with no physical activity involved."

  • Idle
    -3

    "Requires attention and focus to survive and progress; not suitable for casual or background play."

  • Intimacy
    -5

    "No close social interactions or relationship building; solitary experience."

  • Leadership
    -5

    "No leadership or group management elements."

  • Progression
    2

    "Progression through surviving nights, unlocking story fragments and endings, but no item collection or upgrades."

  • Relaxation
    -2

    "Atmosphere is tense and unsettling rather than relaxing; players experience suspense and psychological strain."

  • Sensation
    3

    "Strong sensory engagement through sound design, visual style, and atmospheric tension."

  • Status
    -5

    "No social recognition or status systems."

  • Story
    4

    "Narrative is cryptic, atmospheric, and central to player experience; multiple endings and deep lore encourage engagement."

  • Strategy
    3

    "Players must plan movements, manage time, and decide when to hide or interact to survive."

  • Thrill
    4

    "Tension and suspense from unpredictable enemy encounters and survival mechanics create thrilling moments."

  • Value
    3

    "Players appreciate the unique experience and atmosphere, though some note short length and repetitive gameplay."

  • Violence
    -5

    "No combat or destruction; focus on evasion and survival."

  • Survival
    4

    "Core gameplay revolves around avoiding threats, managing time, and surviving until dawn."

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    Last update: 06/03/2026