The Don't Escape and Deep Sleep series are connected point-and-click adventure games created by Polish indie developer Mateusz Sokalszczuk, also known by his online name 'scriptwelder'. The games are set in a dream world inhabited by 'Shadow People' or 'Night-Folk'—mystic, humanoid entities that take over the bodies of sleeping humans to enter the waking world. The player must navigate and escape this world, unlocking doors and advancing through the game by utilising various items. The games have received positive reviews, with critics calling them creepy without being overdone and a truly disturbing experience.
Characteristics | Values |
---|---|
Type of Game | Point-and-click adventure |
Game Series | Deep Sleep, Don't Escape |
Game Developer | Mateusz Sokalszczuk (scriptwelder) |
Number of Games in Series | Deep Sleep: 3; Don't Escape: 4 |
Game Availability | Free browser games |
Game Genre | Horror |
Game Antagonists | Shadow People/Night-Folk |
Game Mechanics | Escape a dream world, navigate various rooms and buildings, unlock doors, collect items |
Game Characters | Researcher, Cody, David, Barry, Maggie, Amy, Thomas |
The Shadow People
In the first "Deep Sleep" game, the player, as a researcher, is trapped in a dream world and must navigate a building, unlocking doors to advance. They are haunted by the Shadow People, who cannot be killed and must be evaded. The player eventually reaches a lighthouse, where they are cornered by the Shadow People but manage to turn on a light, seemingly banishing them.
In the second game, the player, as the same researcher, becomes obsessed with the Shadow People and returns to the dream world. They encounter another traveller, who tells them they have descended too far to escape as they did previously, and must hit the bottom to "bounce" back to the waking world. The player descends a well, only to be trapped by Shadow People, who are now aware of their presence. The game ends as they enter a tunnel, encountering two orbs of light.
In the third game, "The Deepest Sleep", the player finds themselves in their bedroom, unable to move, and sees a Shadow Person in their room, which vanishes. They then "awaken" and discover they are still in the dream world. Eventually, they discover their body has been possessed by a Shadow Person, and they encounter another traveller, who they can choose to let escape or possess themselves.
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The Lighthouse
In the second game, the player character is obsessed with the shadow people, and the world around them begins to degrade, revealing they are back in the dream world. The player must again navigate various rooms and buildings to advance. The player descends down a well and enters a tunnel, where they encounter two orbs of light. The game ends, and a newspaper article reveals that a young boy named Cody has awakened from a coma, indicating that the player's actions in the dream world have consequences in the real world.
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The Phone Call
The voice on the phone was distorted, but it was clear and concise in its instructions. The researcher was told to "wake up" and find the lighthouse. It was said to be the key to freedom. But freedom from what? The researcher had no idea what they were getting into.
The world they entered was a nightmarish version of the one they had left behind. Shadowy figures haunted their steps, and the building they found themselves in was filled with locked doors. The researcher soon discovered that they were not alone in this strange, menacing place. There were others, known as Travellers, who had also ventured into this realm.
As the researcher progressed, they discovered news clippings that hinted at the true nature of this place. It was a dream world, inhabited by ancient, otherworldly entities—the Shadow People. These beings existed only in this realm and were constantly seeking a way out. They wanted to possess the bodies of those in comas or lucid dreams in the real world, and the researcher soon realized that they were not just exploring a dream world, but had stumbled into an ancient, ongoing battle for humanity's very existence.
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The Sewer System
In The Deepest Sleep, the player, having discovered various items and navigated through several rooms, enters the sewer system. This area is described as a series of underground sewers and tunnels, a lower level of the tunnels where the Bottom Feeders reside. These predators are a constant threat to the player, as they must be evaded or outmaneuvered to survive. The sewers are shrouded in darkness and filled with the eerie sounds of dripping water and distant echoes, creating a sense of dread and uncertainty.
The player must rely on their wits and any tools or items they have gathered to find their way through the sewer system. It is a maze-like environment with multiple paths and hidden passages. Some areas may be blocked or inaccessible, requiring the player to find alternative routes or solve puzzles to progress. The bottom feeders are ever-present, and the player must be cautious not to make loud noises that might attract their attention.
As the player ventures deeper into the sewer system, they uncover more clues and insights into the nature of the dream world and the Shadow People. They may also encounter other Travelers, people who have become trapped in the dream world, similar to the player. These encounters can provide valuable information or present moral dilemmas, such as the choice to possess another person's body or let them escape unharmed.
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The Bottom Feeders
In *The Deepest Sleep*, the player discovers that their body has been possessed by a Shadow Person, transforming them into one of the Bottom Feeders. This revelation occurs when the player encounters another traveller, who begins to flee in fear. The player must then make a crucial decision: to either possess the traveller's body and escape the dream realm, or to let them go and remain trapped in the dream world, potentially becoming a permanent threat to the Shadow People.
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Frequently asked questions
The aim of the game is to barricade yourself in a room to prevent yourself from getting out and/or anything else from getting in.
The player is a werewolf who must prevent themselves from leaving the room and potentially killing innocent people.
The player must prevent a horde of zombies from breaking in.
The player must find out what happened to the crew of a spaceship and prevent it from happening to them, too.