Locked In: The Ward Will Lock Us All In For A New Psychological Horror

Locked In

Get Locked In and ready for a new horror title on the way, as we have the announcement for Locked In: The Ward

I hope you're all ready to head into another creepy medical ward in the world, as we have Locked In: The Ward offering up a new chance to explore a whole different one. This would be the next psychological horror title that GES Interactive is adding to the PC gaming space out there, and it looks to not only give us that kind of experience, but also one that will have us dealing with some extra stress in the game. Not because Locked In: The Ward is aiming to be that scary, but because it's going to be giving us another way to monitor it in the game. Monitor it, but also have it affect the way we are perceiving things as we head deeper into the horror mystery that we have set in this title. Let's have a look at just what all of that will be when it is fully ready.

Just as we've seen in many other atmospheric horror titles out there, Locked In: The Ward will be locking us into a first-person view for this whole ordeal. We'll then need to explore this facility, solve some puzzles, and deal with everything that we come across without any combat. Not because we're pacifists in the world, but because Locked In: The Ward will not have any combat for us to work with in the game. That's going to add a lot of stress to things, for sure. Although it would be nice to see just how we're going to be escaping things and use something more than just a flashlight out there in the wild. Have a look at the first bit of gameplay that is out there, and then get ready to see where the development for all of this will take us. Maybe it'll break a bit more of our sanity out there, and we'll have to go into our own little ward out there.

Locked In: The Ward — Announcement

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

Are you ready to get locked in for another game that will be a glorified walking simulation with some stealth elements? How will the Stress Meter alter the way the game and world are shown to us in the game? Will this be closer to a sanity meter from other games, or could this offer up something new to the gaming world for us all to look forward to in the future? What are you going to think that Subject #0012 will have hidden in their past to drive the game forward? Let's talk all about it down in the comment section of the page. We'll keep our eyes open for more to share for Locked In: The Ward, so please keep your eyes open to see anything here on the site. That, or on any of our socials, which you should be following already. That'll be the best way to keep up with us and remove as much stress from your life as we wait for all of these games to come out.