GAME DETAIL
Knock Twice
Garland Court, 1974. The building has one rule: if someone knocks twice — only twice — do not answer, do not speak. Four apartments, fourteen nights, twelve endings. You never see the thing in the hall. You only decide whether to open the door. Headphones required.
このゲームについて
Steamの詳しい説明を読む
Someone is knocking. Count carefully.
Garland Court, 1974. The rent on apartment 4B is impossibly cheap, and on your first night the old woman across the hall slides the house rules under your door:
if someone knocks TWICE — only twice — do not answer. do not speak.
they are not asking to come in. they are asking you to come out.
The woman across the hall has been dead for six years.
Four apartments. Four ways to be afraid.
Knock Twice is an anthology of doors. Each unit of the building hands you a different instrument of dread — and then takes the last one away.
4B · fourth floor — the door, the peephole, the chain, the telephone. Learn the knock language. On the fourth night the power dies. On the fifth, the phone learns your number.
1B · the basement — no peephole down here. A barred window at street level shows only the shoes of whatever is approaching. Curtains closed after midnight. Shoes tell the truth. Knocks lie.
1A · the super's office — the intercom board, one light per tenant. You decide who gets buzzed into the building. Guess wrong and it isn't you who pays; it's a light going out upstairs, and a name you'd learned.
4C · across the hall — the other side of the peephole. Someone new lives in your old rooms, making your old mistakes. The only thing you can say through a door is a knock — and you know exactly what two of them means.
The 1-bit limit IS the horror
Two colours. Pure black, pure white. You can never be certain what you saw through the peephole — the aesthetic is the mechanic. No gore. Just silhouette, negative space, and the wrongness of a shape you can't quite resolve.
Sound is the monster
Every sound in the game is synthesised from scratch at runtime — there is not a single audio file in the build. Each visitor has a knock rhythm you learn the way other games teach enemy silhouettes. The mix drops to total silence for two seconds before every double-knock. Play with headphones.
Rules you learn, then rules that lie
The difficulty curve is not stat pressure. It is the steady corruption of what you know. Night one teaches you that three knocks are safe. Later, something knocks three times in the superintendent's voice. Every safe pattern eventually gets counterfeited, and your own knowledge is the resource the game spends.
Features
14 nights across 4 unlockable apartments — roughly an hour, longer if it keeps killing you
12 endings, including one that closes the loop on the very first note you were ever handed
Strict 1-bit art and a fully procedural audio engine — zero asset files
Death restarts the night, never the run. Every note you're given can be re-read at any time
Full mouse or keyboard. Adjustable text speed, scanlines, and volume
Contains flashing images and sudden loud sounds.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 3人 | 最終観測:2026年9月3日 21:20(25日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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