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





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