
One Late Night: Remake
One Late Night: Remake is a reimagined office horror experience where working late turns into a nightmare. Explore a haunted workplace, solve environmental puzzles, uncover a co-worker’s disappearance, and survive the presence of a dark entity bound to the building’s past.
Does this feel indie?
Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.| ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan. | Status | Notes Latest Contributor: IGF TeamEdit notes |
|---|---|---|
Media
7 itemsAbout the Game

Work late. Stay alive.
One Late Night: Remake brings back the cult indie office-horror classic with modern visuals and controls, expanded story, and new scares — while staying true to the claustrophobic tension that made the original unforgettable.
You play as an unnamed office worker finishing a late shift when strange events begin to unfold. Lights flicker. Doors lock. Emails corrupt themselves. And somewhere in the building, something is watching.
As you explore a confined office space of corridors, meeting rooms, and abandoned desks, you’ll uncover clues tied to a missing co-worker who tampered with forces unknown — opening a door to an evil entity dressed in a black veil.
The deeper you dig, the more the office reveals its secrets. This place remembers what was buried beneath it.
A Haunted Workplace
The horror in One Late Night: Remake is slow, subtle, and psychological. There are no safe spaces — only familiar office environments twisted into something deeply wrong. Every sound, reflection, and flickering screen could be a warning. You want to go home, but something is stopping you.
New Content, Deeper Lore
This remake expands on the original game with:
New story threads
Additional endings
Hidden secrets
New game engine
Improved gameplay and controls
Technology as Horror
Interact with in-office tools, corrupted emails, printers, faxes, and computer systems to solve puzzles and progress. Decoding information isn’t just gameplay — it’s storytelling, and sometimes the system doesn’t want you to read what it remembers.