top of page
  • Discord

The Locked Room: Welcome to Motel Doom (Where the Monster Gets Paid in Secrets)

Writer: Niels Gys
Niels Gys
Sep 3, 2025
4 min read

TL;DR

If you’re into haunted motels, investigative horror, and eventual monster victory, The Locked Room will scratch that itch—despite slipping on its own “twist” banana peels.



Scare Factor

Let’s get one thing straight: this game isn’t slapping you with cheap jump scares like a rusty jack-in-the-box. It’s more about whispers in the walls, not “BOO, here’s Freddy.” The scare factor hangs in a murky zone: it’s atmospheric and unsettling until it tries to get fancy—and then it kind of fumbles.


During the quieter stretches, you breathe heavy, pacing rooms, hearing doors creak, wondering who’s behind that wallpaper crack. That’s good. But when it tries to escalate? It sometimes resorts to “scary noises + sudden flash” tricks that feel like haunted house budget upgrades. In short: real horror vibes occasionally undermined by cliched jump-jitters.



Atmosphere & Immersion

Graphically? Solid indie-level. The motel corridors feel enough like a memory you shouldn’t revisit. Textures are gritty, lighting is moody (thankfully no “let there be light in every corner”). Sound design is the star: the distant drip of water, a radio crackling static, the slosh of footsteps just out of view—horror atmosphere done right.


But immersion gets tripped up by odd design choices: sudden “clue” pop-ups, awkward transitions, or characters that sound like they’re reading lines in a library. Generic fonts, abrupt menus, and UI elements sometimes yank you out of the dread. It’s like wearing a terrifying mask and then realizing the zipper is undone. You know you’re in a game.



Monster / Enemy Design

This is where CRIMENET nods approvingly. The monster here isn’t a rubber-suit reject or a neon clown. It’s clever, unseen, and favored by shadows. It lurks in liminal spaces, whispers in margins, and punishes overconfidence.


That said: occasional silhouettes feel uninspired. Some “encounters” play like you’re chasing your own shadow—tense, but lacking identity. Monster design mostly holds its integrity, though it sometimes leans on cliché: slashing arms, flickering shapes, black eyes staring. Good, but not masterpiece tier.



Story & Writing

Here’s the deal: the plot is a mash-up of detective tropes, psychological horror, motel weirdness, and sneaky lore. The linear storyline keeps you on rails but promises revelations with each room you unlock.


You’ll find lore in notes, whispers, and hallway scribbles. It’s sometimes gripping, sometimes dripping too much explanation like a leaky faucet. Dialogue occasionally veers into “mystery novel clichés” (“You don’t know what’s lurking!”) instead of letting the dread breathe. But I appreciate the ambition: they aimed for memorable lore over cardboard ghosts.



Gameplay vs Fear

Investigation mechanics are the backbone. You explore, collect clues, piece together mysteries. Those mechanics enhance dread—every step might be your last, every clue might mislead. Survival elements (resource scarcity, tension during pursuit) also work—though occasionally the balance sways toward “I’m playing an action scene” rather than “I’m slowly unraveling terror.”


At times, it feels too mechanical: “go here, click that, open door.” That mechanicalness dims the horror a bit. But when the game forces you to play by its rules—scrutinize clues, gamble on trust, dare to stay silent—it glimmers with tension.



Replayability & Variety

Replayability? Modest. The game is linear; choices exist but aren’t branching in huge ways. Once you know where the monster lurks, some tension is lost. Still, there’s delight in chasing alternate clues, re-exploring rooms with foreknowledge, and hunting secrets you missed.


Don’t expect wildly different endings or multiple huge detours. But small variations in clue order and hidden lore can reward a second run. The variety lives in detail.



Length & Pacing

A handful of hours, it doesn’t overstay its welcome. The pacing is decent—momentary lulls, crescendo scares. But it sometimes pauses too long in “exposition mode,” dragging tension down, then jolts you back.


A few rooms feel like “dead air zones” where nothing happens but walking and note reading. Alas, monster fans like me prefer these zones to build, not stall.



Performance & Stability

On my rig, the game ran fairly clean. Occasional frame drops in dense scenes, some texture pop-in, and once or twice a weird clipping glitch. No crashes during my runs. Nothing catastrophic—but also nothing silky buttery.


Given the boutique scale, this is acceptable. But polish fans will notice a few rough edges.



Multiplayer / Co-op

Nope. Entirely single-player. If you were hoping to haunt your friends as the monster, you’re out of luck. It’s you vs the motel, and I cheer for the motel’s hidden horrors. Solo play suits the vibe.



Verdict

If The Locked Room were a horror novel, it’d be a solid one with a killer last chapter—but the middle sometimes reads like draft notes. It tries hard, delivers often, stumbles occasionally.


But here’s the thing: the monster (i.e. me) wins enough. The darkness overtakes, secrets devour hubris, and human protagonists get what they deserve. That makes it worth your time.


Quotable Mic-Drop Line:“Play this game, tremble in Motel Doom, and let the darkness laugh last.”


FAQ

Q: Is The Locked Room truly scary? A: Yes—if you hate silence more than loud bangs. It’s psychological horror with enough whispers to haunt your dreams.
Q: How long is a playthrough? A: Expect a solid few hours. It’s lean, not marathon-length.
Q: Are multiple endings included? A: Some variation on clues and revelations, but no big branching storylines.
Q: Does performance hurt immersion? A: Occasional stutters or pop-ins may yank you out, but overall tolerable for horror fans.
Q: Should horror fans skip this? A: Hell no. It’s flawed, but the monster’s side wins often enough to justify the ride.

 
 
 

Comments


About the Editor
Naamloos3.png

I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

​

​

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

​

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

​

Not here.

​

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

​

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

​

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

​

Think less "trusted reviewer."

​

More "your inside man in the digital underworld."

​

I'm not here to save the world.

​

I'm here to tell you which crimes are worth committing. 🤘

THIS WEEK
IN CRIME.

Weekly briefings on crime games, villains, heists, industry disasters, and digital chaos.

​

No corporate fluff. No fake hype. Just the underworld report.

© 2026 CRIMENET Gazette

Independent. Evidence-based. No paid review scores.


WHY TRUST CRIMENET?


About | Editorial Policy | Privacy Policy | Cookie Policy | Affiliate Disclosure | Terms | Corrections | Contact

bottom of page