Awakening with no memory, you are a prisoner in a terrifying cycle of escape and recapture within a monstrous, decaying house. This is the story of a struggle for survival against its sinister inhabitants.
The Premise: You are trapped in Granny's house, a labyrinthine deathtrap where you must escape within five days or suffer a grim fate.
The Antagonists: Your captors are a terrifying family:
Granny: The primary threat, who stalks the halls with her baseball bat.
Grandpa: A slower but deadlier foe who awakens to noise, armed with a shotgun.
Other Horrors: Including the cocooning Slaughter Spider and the aggressive Demented Granny.
The Goal: Solve complex puzzles to find escape routes, from unlocking the front gate to assembling a car or a boat.
The Cycle: Each successful escape only leads to being pulled back into a more dangerous and expanded version of the nightmare.
The Mystery: As the cycle continues, you must piece together the dark secrets of the house and its inhabitants to break the curse for good.
This is a tale of primal fear, relentless pursuit, and the desperate hope for freedom.
The House of Whispers
My name is irrelevant. My past is a blur. The only thing that is stark, terrifyingly real, is the present. I wake on a cold, hard floor, the scent of dust and decay thick in my air. My head throbs with a pain that is more than physical; it's a void where my memories should be. The room is sparse, a prison cell disguised as a bedroom. A single, rickety bed and a dresser with a missing drawer are my only companions.
This is Granny's house.
The first sound I hear is the groan of the house itself—the creak of ancient timber, the scuttling of something in the walls. Then, a distant, heavy thud. THUMP. DRAG. THUMP. DRAG. It's the sound of her. Granny. She moves with a slow, deliberate menace, her footsteps a death knell echoing through the hallways. I've been here before, not in this specific cycle, but in the nightmare of it. I know the rules. I have five days. Five days to find a way out, or I become a permanent fixture in her collection of horrors.
Chapter 1: The Trial
The first escape is always the most primal. Fear is a live wire under my skin. I creep to the door, my heart hammering against my ribs. Peeking through the keyhole, I see the long, dark hallway, lined with mounted animal heads whose glassy eyes seem to follow me.
My goal is simple: find the tools to bypass her defenses. I need a tool to break the locks on the main door, a code for the padlock, or the parts to assemble the car in the garage. The house is a labyrinth of secrets. A loose floorboard in the living room hides a rusty Play Key. The grandfather clock in the hall ticks away the seconds of my life, its face a mystery I must solve.
I find the Cutting Pliers in a kitchen drawer, the smell of old meat and chemicals clinging to it. Every creak of the floorboard is a potential death sentence. I hear her humming, a tuneless, grating lullaby that freezes the blood in my veins. If she sees me, her face—a horrifying mask of wrinkled flesh and malevolent glee—will be the last thing I see before the world goes black from her baseball bat.
I manage to find the Safe Code scratched behind a painting. My hands shake as I dial the numbers. Inside is the Main Door Key. It's a race against the sunset. I fumble with the final lock as the sound of her dragging footsteps grows louder, closer. The door opens onto a short porch that leads to a massive, spiked gate. This is it—the final barrier.
But I am not alone. A figure stands in the shadows of the yard—taller, broader, and infinitely more violent. Grandpa. He awakens only if I make too much noise, and he carries a shotgun. My escape is not just stealth; it's a sprint. I find the lever, the gate groans open, and I run. I run without looking back, the sound of a potential shotgun blast ringing in my ears. I am free.
But the freedom is an illusion.
Chapter 2: The Return
I wake up. Back in the bedroom. The same dust, the same throbbing in my head. But something is different. The house feels… angrier. Granny is faster, her hearing sharper. And she has new tricks. A secret underground layer has been unlocked —a dank, dripping prison cell with a single, terrifying occupant: The Slaughter Spider, a creature of pure nightmare that will cocoon me if I stumble into its web.
The goal is no longer just the front gate. I must now venture into the depths of the basement, past the spider, to find the three parts of the Engine to start the car. The garage, once a dead end, is now my only hope. The house is larger, more complex. I find a new weapon, the Crossbow, which can temporarily stun Granny, but the bang of its shot is a dinner bell for Grandpa.
This escape is a symphony of coordination. Get the Spark Plugs, the Engine, and the Gasoline. All while avoiding the two predators and the new arachnid horror. The moment I slide into the driver's seat of the patched-together car, turn the key, and crash through the wooden barricade, I feel a surge of triumph. This time, it must be over.
It isn't.
Chapter 3: The Unraveling
I am back. The cycle is a curse. This time, the house itself seems to be a living entity, feeding on my despair. The story deepens. Scattered notes hint at Granny's past —a family tragedy, dark rituals. I am not just a random victim; I am part of a ritual.
A new area opens: the Church. It's a decaying, sacrilegious place, filled with the echoes of hymns that were never holy. Here, I must face the third guardian: the Demented Granny. A faster, more aggressive version of my captor, who wears a white dress and moves with shocking speed.
The escape requires a new artifact: the Mysterious Mask. I must navigate the Church's catacombs, place the mask on a specific altar, and unlock a new path. The horrors are layered now—the main house, the basement, the Church. It's a triathlon of terror. The final escape, whether by car or through a newly revealed tunnel, feels less like a victory and more like a reprieve. The mystery is deepening. Why is this happening to me?
Chapter 4: The Penance
The return is a familiar dread. The bedroom is my coffin. But a new determination hardens within me. I will not just escape; I will understand. I will break the cycle.
A new, industrial area is accessible: the Sewers and a Workshop. The air is thick with the smell of rust and stagnant water. Here, I must assemble the most complex device yet: the Melody Tool. By finding hidden music boxes and recording their eerie tunes, I can unlock a secret passage in the Church.
This chapter feels like a penance. I am no longer just a prisoner; I am an archaeologist of my own nightmare, piecing together the clues of this cursed family. The final confrontation is inevitable. Using the tools I've gathered, I bypass every security measure Granny has in place. I stun her with the Crossbow, I outrun Grandpa, I navigate the sewers, and I play the final, haunting melody.
The secret passage opens, leading not to the outside world, but to a hidden room—a nursery. And in that nursery is a small, wooden boat—the final escape route. As I push the boat out into the dark, flowing water, I finally leave the house behind. I watch it shrink in the distance, a skeletal silhouette against a bruised sky.
I am free. Truly free.
But sometimes, in the dead of night, I startle awake, my heart pounding, my ears straining. And I swear, just for a moment, I can hear it—the faint, distant, and terrifying sound of a dragging footstep.
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You can experience the beginning of this nightmare for yourself by playing Chapter 1 here: Play Granny Chapter 1.


