
You're the new night-shift elevator operator. The man before you left behind a journal of rules. He didn't live to finish it.
The job is simple. Guests call. You go up. You bring them down. Pull the lever. Open the gate. Close it again.
Most guests are exactly what they appear to be.
Some are not.
Telling the difference is your job.
Listen. Every guest came to the Ardmore for reasons of their own. What they say matters. What they don't say matters more.
Read the journal. Rules left by the operator before you. Notes left by guests in the rooms. Some keep you alive. Some contradict each other. Some are lies.
Step out, if you dare. The cage isn't locked. You can open the gate and walk the halls. But the elevator is the only place in this building that still belongs to you, and the only place that might keep you alive.
Stay above the basement. Staff only. The Hallorans say so. They don't say why.
Mind the panel. There is no thirteenth floor. The light comes on anyway.
Take the first shift before the full game opens its doors. Roughly 45 minutes. Meet the Hallorans. Read the journal. Answer your first calls.
Find out how long you last.
The demo covers Night One in full. The rest of the hotel waits in the full game. So does whatever the Hallorans have kept hidden for three generations.
They've never sold. They have a reason.
Find out what it is, before it finds you.
Some guests take a room so they don't have to explain themselves.
Let them keep it that way.
Don't ask questions.
Stay in the cage.
Full game: ~4–6 hours · Six nights
Demo: ~45 minutes · Night One, in full
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