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Among the Sleep Review: A Toddler’s-Eye Horror Game That Makes Smallness the Scare

Among the Sleep puts you behind the eyes of a two-year-old in a dark house with a glowing teddy bear. Krillbite's horror adventure scores 6.6/10.

By mitch·7 min read
A small child walks through a narrow, shadowy hallway lit by faint light.

Krillbite Studio built a horror game around the weakest person in the room. Among the Sleep, released in 2014, puts you behind the eyes of a two-year-old child. You cannot fight. You cannot reason. You can barely reach the doorknob.

That constraint is the whole idea, and it mostly works. The Norwegian developer made a first-person adventure where fear comes from size, not from a monster’s health bar. There are no scores and no combat systems. There is a toddler, a dark house, and a teddy bear that glows when you hold it.

Trailer, via Krillbite Studio.

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A Birthday Party Cut Short

The game opens on a birthday celebration. The toddler is at home with his mother. A visitor arrives at the front door, hidden from the player. The story suggests it is the father, divorced from the mother. The conversation is muffled and partly kept from the child. The mother raises her voice and refuses the father’s request to see his son.

Her angry tone frightens the toddler. The game renders that fear as blurred vision. It is a blunt trick, but it lands, because the player has no context the child lacks. You hear what he hears. You understand less than the adults do.

The mother returns with a gift. She does not say who it is from. She carries the child and the box upstairs to his room, a place of bright, warm colors and streaming sunlight. She opens the gift, looks inside with a disdainful expression, and shuts the box. Then the telephone rings. She leaves him alone to play.

Teddy Climbs Out of the Box

The gift is a sentient teddy bear. He climbs out of the box and hides in a chest until the player finds him. He introduces himself as Teddy. He is friendly and curious.

Teddy is the game’s best invention and its main mechanical hook. You can hug him. When you do, he emits light that helps you navigate darker environments. He is a flashlight with a personality, and the game treats him as a companion rather than an item. If you drop him, you pick him up before advancing.

The two play together with a music box, a stuffed pink elephant, a storybook, and a toy train. Then they go into the closet, which turns out to be a large, dark room filled with long, black coats. Teddy tells the boy that if he gets scared in the dark, he can hug him to feel safe. The mother finds them. She tells the child, gently, to “stop hiding from mommy,” and puts him to bed.

That line is the sharpest writing in Among the Sleep. It reads as comfort and threat at once, and the game never explains which it is.

Crawling Beats Walking

The controls are built around a body that has not finished growing. You move the cursor to walk or crawl. Crawling is faster and is required to slide through obstacles blocking the way. Running is available, but the player falls down if it is done for too long.

That last detail is the design in miniature. A two-year-old can sprint for a few seconds before wiping out, so the game makes stamina a physical fact rather than a meter on screen.

Doors are a problem. Sometimes the handle is too tall to reach. The player has to push and climb chairs for extra height. Boxes, tables, and various objects can be climbed to reach otherwise unreachable ledges. Certain objects can be held and thrown. Others go into an inventory and come out later.

The result is a puzzle adventure where the environment is the antagonist before any monster shows up. A chair is a tool. A washing machine is a rescue mission. The game’s early stretch, in which the boy wakes to find Teddy being taken by an unseen force, escapes an overturned crib, and pulls the bear out of a washing machine, is the clearest statement of what Among the Sleep is for. Teddy grunts that something is not right, and that they need to find mother.

Two Monsters You Cannot Fight

Throughout the game, the player is followed by two monsters. A feminine figure haunts the first three levels. A trench coat-wearing figure haunts the final level. Their appearance is indicated by blurred vision and grating sounds. The feminine figure also hums a slow lullaby, Trollmors Vuggesang, or “Trollmother’s Lullaby.”

There is no way to fend them off. If they appear, the player has to run away or hide under tables or chairs until they go away.

This is the correct choice for the premise, and it is also where the game’s limits show. Hiding under furniture is tense the first time and routine by the fourth. The monsters cannot be understood, outthought, or negotiated with, which makes them scary in theory and thin in practice. A horror game with no verb for resistance eventually runs out of ways to surprise you.

What Each Platform Brought

Among the Sleep came out on 29 May 2014 in North America for the PC. The PlayStation 4 version followed on 10 December 2015. The Xbox One version arrived on 3 June 2016. A definitive remaster, Among the Sleep: Enhanced Edition, was released for Windows on 2 November 2017, then for PS4, Xbox One, and Nintendo Switch on 29 May 2019.

The game is a single-player experience across PlayStation 4, Linux, PC, Mac, and Xbox One. It carries puzzle, adventure, and indie labels, with action, horror, and stealth themes. The first-person perspective also supports virtual reality.

VR support is not a separate release, and the source lists it only as a perspective. Even so, it is the version worth thinking about. A first-person game about being small and vulnerable is a natural fit for a headset, because the player’s actual body is already the wrong size for the room. Krillbite did not need to invent a reason for the camera to sit low to the ground. It just had to leave it there.

Why It Lands at 6.6

Among the Sleep earns its 6.6/10. The atmosphere is genuine and the central conceit is not a gimmick. Playing as a two-year-old changes how you read every room, and the teddy bear mechanic turns a light source into a relationship. The birthday scene, the closet full of coats, and the mother’s line about hiding are the work of a studio that knew exactly what it was doing.

What holds it back is repetition. The monsters cannot be fought, so the game’s only answer to danger is to run and hide, and it gives that answer too many times. The blurred-vision cue does a lot of work, but it is the same cue every time. The story withholds the father, the mother, and the divorce from the player as deliberately as it withholds them from the child, and that choice keeps the emotional payoff at arm’s length. You finish knowing the boy was scared. You do not finish knowing much about why.

This is a short, strange, occasionally brilliant game that is better at setting up fear than at paying it off. It is worth playing for the first hour and the closet. It is not worth playing for the chase sequences.

The Numbers

  • Title: Among the Sleep
  • Developer/Publisher: Krillbite Studio
  • Release: 29 May 2014 (PC, North America)
  • PS4 release: 10 December 2015
  • Xbox One release: 3 June 2016
  • Enhanced Edition: 2 November 2017 (Windows); 29 May 2019 (PS4, Xbox One, Nintendo Switch)
  • Platforms: PlayStation 4, Linux, PC, Mac, Xbox One
  • Modes: Single player
  • Perspective: First person, virtual reality
  • Critic aggregate: 6.6/10 (IGDB, 11 outlets)

Three Things Among the Sleep Gets Right

  1. The body. Crawling is faster than walking, running makes you fall, and door handles are out of reach. The mechanics teach you what a toddler is before any monster appears.
  2. Teddy. A companion who doubles as a flashlight, and who you must physically hug to use, is a smarter design than a menu-based light meter.
  3. The mother. She is never explained. She is gentle and ominous in the same scene, and the game trusts you to sit with that.

The thing to watch is not whether Among the Sleep gets a sequel. It is whether any studio since has taken the same swing. Plenty of horror games have made the player weak. Very few have made the player small.

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