22 NOV 2026 · 22:00:59

IF YOU PEEK IF YOU PEEK

At ten o’clock on 22 November, the front door of Vale House slams shut and an unmarked long-case clock begins to tick. While it runs, the gaunt figure inside its case walks the halls and sixty-one rooms shift around you. Find the numbers hidden in the children’s games, open Leonard Vale’s cash box for the trunk key, and hold the swinging pendulum still before eleven.

PLAYERS
1 to 4 Players (Solo & Co-Op)
PERSPECTIVE
First-Person Bodycam & Live Mic
ENGINE
Unreal Engine 5.8
STATUS
In development

Official Trailer

One, two, hide your shoe.

Three, four, lock the door.

Five, six, hear the ticks.

Seven, eight, shut the gate.

Nine, ten... don’t peek again.

The clock makes the house.

22 NOVEMBER 1906

Leonard Vale’s Clock

Clockmaker Leonard Vale brought an unmarked long-case clock into Vale House for repair. A face was painted on its dial, the hands stood stopped at eleven, the calendar was stuck on 22 November, and a folded slip inside the trunk door warned not to wind it. He wound it anyway. At eleven o’clock that night the clock struck for the first time. Leonard and his wife Agnes died before midnight, and their three children, Ada, Nell, and Toby, were left trapped inside the night as the Kept.

The unmarked oak long-case clock with a painted face on its dial while the tall gaunt figure watches from the dark behind it
The unmarked long-case clock at the foot of the stairs.
November 1994 wall calendar with the 22nd circled in dark ink
November 1994 in the front hall, with Tuesday the 22nd circled.
22 NOVEMBER 1994

The Second Winding

Sold away after 1906, the clock returned in 1993 when a new family bought Vale House and brought the piece home from a clearance dealer. Once wound, the thing inside the case took hold of their seventeen-year-old daughter, Iris. Her parents hung crosses along the walls, covered the mirrors in mourning cloth, and strapped Iris to her iron bedstead at night. In the attic, Iris drew a chalk pentagram around the chair where Ada died. Eighty-eight years to the night after 1906, the clock struck eleven again.

22 NOVEMBER 2026

Thirty-Two Years Later

Vale House has stood boarded and dark for thirty-two years. On the night of 22 November 2026, four teenagers driving home from a camping trip break down in the rain outside the gates. Drawn by a single warm window upstairs, they step through the front door at ten o’clock to ask for help. The door slams shut and locks behind them, starting the long-case clock and waking every room in the house.

Exterior wide shot of Vale House in the rain at night with warm light in the upstairs windows
Vale House in the rain on the night of 22 November.

The children may not tell. They are only allowed to play.

THE KEPT

Three Games for Three Numbers

Two days before the 1906 night, Leonard Vale locked the clock’s trunk key inside his three-wheel steel cash box to keep the children away from the case. Ada, Nell, and Toby watched him set the combination and hid each number inside one of their games: Nell’s mohair teddy and the dolls on the attic pentagram, Toby’s pull-along train and the candles in the order of his rhyme, and Ada’s music box with her porcelain doll from the cellar.

First-person view of the attic nursery with the 1:12 miniature dollhouse of Vale House
The attic nursery and the 1:12 dollhouse of Vale House.
First-person bodycam screenshot inside Iris's room showing her 1994 iron bedstead
Iris’s bedroom on the first floor, captured from the player’s chest camera.
VOICE & SOUND

It Uses Their Voices. And It Hears Yours.

While the clock runs, doors open onto the wrong rooms across sixty-one spaces from the wine cellar to the attic, and every window broken from inside opens only into another room of the house. Between hunts, the gaunt figure walks the corridors and imitates the children’s whispered warnings to draw you out of hiding. Only the sound of each child’s real toy is never faked.

Your microphone is live at all times. Speaking above a whisper, rattling the steel cash box, missing a step in a game, or forcing a door pulls the figure straight toward your room.

BEFORE ELEVEN

Find the Clock by Its Ticking. Hold the Pendulum Still.

Nothing that belongs to the night can touch the clock or its key. Only the living can. Each run places Leonard’s steel cash box in a new room and sets its three wheels to a fresh combination. Finish the children’s three games to learn the numbers and take the trunk key from the box.

The long-case clock never stays in the room where you last saw it. Track it through the dark by its ticking, unlock the trunk door, and hold the swinging pendulum still against its pull while the figure closes in. When the pendulum stops, every clock freezes and the front door unlocks for as long as Ada’s music box keeps playing.

First-person bodycam view looking down the upper floor corridor toward the long-case clock
Tracking the long-case clock along the first-floor corridor.

Every Night Plays Differently

Each run sets a new combination on Leonard’s cash box, moves the box and the ticking long-case clock to new rooms, and shifts the doors across sixty-one spaces.

Title
IF YOU PEEK
Studio
WILDEROOM STUDIOS
Genre
First-Person Co-Op & Solo Horror
Players
1 to 4 Players (Single-Player & Online Co-Op)
Engine
Unreal Engine 5.8
Audio
Proximity Voice Chat & Live Microphone Detection
Status
In development