Locked In: The Ward
Locked In: The Ward is a first-person psychological horror set inside the abandoned Ravenrock Research Facility. Explore its medical ward, solve environmental puzzles, survive the darkness, and uncover the truth behind Subject #0012 as stress distorts your perception.
ABOUT THIS GAME
Locked In: The Ward is a first-person psychological horror set inside the abandoned Ravenrock Research Facility.
Explore its medical ward, survive the darkness, and uncover the truth behind Subject #0012 — while rising stress begins to distort the world around you.
STRESS DISTORTS REALITY
The higher your stress rises, the less reliable your perception becomes.
Objects may shift, familiar spaces can change, and the environment may no longer appear the way you remember it.
Manage light and stress carefully. What was there moments ago may not be the same when you look again.
YOU ARE NOT ALONE
Ravenrock may be abandoned, but you are not alone inside it.
Unexplained appearances and disturbing encounters blur the line between what is real and what exists only in your mind.
There is no combat. Pay attention to your surroundings and know when to keep moving.
SOLVE WHAT WAS LEFT BEHIND
Explore the facility, search for clues, decipher codes, find keys, and interact with old equipment to gain access to restricted areas.
Environmental puzzles are integrated directly into Ravenrock and its history.
SURVIVE THE DARKNESS
Darkness is more than part of the atmosphere.
Staying without light for too long increases your stress and can eventually become deadly. Use environmental light, your flashlight, and night vision carefully as you descend deeper into the facility.
UNCOVER SUBJECT #0012
A photograph.
A number.
A name whispered in the dark.
Documents, recordings, photographs, and details hidden throughout the environment reveal fragments of what happened inside Ravenrock — and the story behind Subject #0012.
EXPLORE RAVENROCK
Move through abandoned hospital rooms, isolation wards, technical corridors, and restricted areas beneath the facility.
Every section of Ravenrock holds another piece of the story — and another reason it was left behind.
FEATURES
First-person psychological horror
Stress system that affects survival and perception
Dynamic changes to objects and familiar environments
Exploration-focused gameplay
Environmental puzzles, codes, keys, and interactive machinery
Flashlight and night vision mechanics
Story told through documents, recordings, photographs, and environmental details
Atmospheric underground medical facility
No combat — survival depends on observation, exploration, and light