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A free multiplayer horror escape game in your browser. Trapped in a locked house with something that hunts by sound — find the pieces the front door needs, hide, and get out before your days run out. Up to six players co-op, no sign-up, no download.
Nana's House is part of ToolsPilot — a free online toolkit for PDFs, images, audio and video. No signup, no watermark and no software to install. Your movement is relayed live to the other players in your house and never stored — there is no account and no file involved.
Yes, completely. Nothing to buy, no ads inside the game, no account to create and no download — you open the page and you are in the house.
No. It runs in your browser using WebGL, which every modern browser already supports. There is no launcher, no plugin and no app store.
Six. Press Private house for a five-letter code and everyone who enters it wakes up in the same house, sharing the same front door and the same days — so when she catches any one of you, all of you lose a day.
Through the front door, which has five things holding it shut: wooden planks, a chain, a padlock, a cogwheel socket and a winch. You need the hammer, the pliers, the master key, the cogwheel and the winch handle, in that order, and then someone has to turn the winch. The cogwheel is locked in the safe and the winch handle is behind the padlocked door in the basement, so there is a chain of smaller puzzles to work through first.
Written on a torn note behind the vent in the upstairs bathroom. The vent is held on with screws, so you need the screwdriver first. Whoever picks the note up reads the code out to everybody automatically.
Mostly by ear. Running is loud enough to hear across the house, walking carries about half as far, and creeping is silent. Sound does not travel well between floors, so the basement is quieter than it feels. She also sees you — further in a lit room, much less far if you are crouched and still.
You go out for a few seconds and wake up in the bedroom you started in, and the whole house loses a day. When the days run out the run ends and a fresh one starts with everything moved.
Only once, and only briefly. There is a tranquilliser gun somewhere in the house and darts to load it with. A hit puts her down for about twenty-five seconds, which is enough to get something done that you could not otherwise do — like standing at the front door turning the winch.
Yes. On a touch screen you get a movement stick, drag anywhere to look, and buttons for the context action, running, creeping, throwing and dropping. Turn on performance mode in the pause menu if the frame rate dips.
The house is, so you can learn it — which doors are where, which floorboards creak, where the hiding places are. What moves is everything you need: the eight items are hidden somewhere different every run, and she puts bear traps in new places as the run goes on.
Only what a live game needs: where you are and what you are doing in the house, relayed to the other players in it. Nothing is stored — the house lives in the server’s memory and disappears when everyone leaves. There are no accounts and no files, and the name you pick stays in your own browser.
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