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Checked In header art

Checked In

You check into a decaying Spanish hotel where perception can’t be trusted. By interacting with the environment you uncover the horrors of what really happened to the tourists who vanished after checking in. Can you checkout from this hotel?

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Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Checked In?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Checked In?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Checked In self-published or published by Nordic Digital Studio?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Checked In and Nordic Digital Studio funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Checked In and Nordic Digital Studio?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Checked In?Release statusWhether and how the game has been released.

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About the Game

Checked In is a psychological horror game set in an old coastal hotel in Spain, where isolation and unease slowly take hold.

The gameplay is a first-person, story-driven walking simulator focused on exploration, environmental storytelling, and subtle interactions. Players uncover the narrative by observing their surroundings, piecing together clues, and engaging with objects that all serve a purpose.

Features

  • Integrated in-game smartphone UI as a core gameplay system (navigation, information, flashlight)

  • Single unified interface system central to all player interactions

  • Highly interactive environment with nearly all objects usable or inspectable

  • Exploration-driven design that rewards attention to detail

  • Environmental storytelling through audio, visuals, and subtle cues

  • Every element in the world is intentional and meaningful

  • Gradual breakdown of perceived reality throughout the experience

  • Increasingly unreliable narrative and environmental perception

  • Constant questioning of what is real versus hallucination or distortion

  • Psychological horror built through perception, ambiguity, and uncertainty

  • Deeply immersive world design with no purely decorative elements

You need  to charge your phone to keep the battery level up

Find out what happened to the guests..

Interactive hotel enviroment