Storebound: the horror video game that takes place inside an "IKEA"

Last update: 21/11/2025
Author Isaac
  • Early access with Episodes 1 and 2, three difficulty levels and gameplay for 1-3 players; approximately 2 hours of initial gameplay.
  • Episodic roadmap: more content, new scenarios and characters until version 1.0 planned within 2026.
  • Stealth, puzzles, and survival with proximity chat, walkie-talkies, sanity, and 3D audio in a shifting liminal store.
  • Gradual price increase during the EA and active communication with the community via Steam Hub and Discord.

Cooperative horror game in store

If you're drawn to games that turn the everyday into a nightmare, Storebound will hook you from the first minute. In this offering from Embers, a seemingly ordinary, enormous store transforms into an impossible place, full of aisles that don't lead where they should and "employees" best left undisturbed. The premise is as simple as it is unsettling: explore, stay calm, solve bizarre puzzles, and find your way out. before the store decides you're not leaving.

The hook of Storebound is how it plays with the familiar: food sections, endless shelves, dimly lit liminal aisles… and, little by little, signs that something is wrong. That contrast between the everyday and the creepy works wonderfullyAnd even more so when you live in company: here teamwork is not an ornament, it is part of the heart of the experience.

What is Storebound and why is it generating so much buzz?

Storebound is a cooperative horror adventure set in a gigantic establishment called PRESENT, with a very "supermarket" feel that blends supermarket and furniture store. You play as an ordinary customer caught where they least expected itAnd you have to improvise: look for resources, interpret signs, solve riddles, and not attract the attention of employees who, in the dark, become a very serious problem.

In this retail panic room, the store acts like a living labyrinth. Aisles twist and turn, lights flicker, and sounds come from where they shouldn't. The layout, the objects, and the hazards change from game to gameSo the feeling of uncertainty remains fresh, and each attempt feels different.

The tone is reminiscent of the SCP universe and that one liminal horror so fashionable: familiar spaces that, with small deviations, become disturbing. The game doesn't overuse complex systems or cluttered interfaces.The tension arises from the lighting, the audio, and the pressure to make a good decision with limited information.

Key mechanics: from day to night and back again

The experience is structured in a clear cycle. During the day, the areas are more accessible: you can explore, gather supplies, locate safe routes, and prepare hiding places. It's about optimizing every movement and saving time.Because when night falls, the rhythm changes completely.

As soon as the lights go out, the "employees" really start prowling. From then on, you have to lower your voice, avoid noise, manage the light very carefully, and move like a cat. Stealth is the first line of defenseIf you act recklessly, they'll hear you, and if they hear you, you run.

It's possible to hide in ventilation ducts, avoid traps, and use flashlights to push back the darkness, with the caveat that the batteries are not infinite. The game penalizes poor resource management and missteps.And it does so in a way that is consistent with its atmosphere: the more you doubt, the deeper you go.

Finding fuses to power zones and "recover" some safety is another piece of the puzzle. When you manage to restore power to an area, you change the dynamics of the map. And, with luck, you get closer to that exit that seems to be moving.

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Cooperation and communication: the value of a good team

Storebound is designed to be played solo or in a group. In Early Access, the official listing specifies that it can be played solo or with up to 2 friends (i.e., 3 players). Some early reports mentioned up to 4 playersBut currently, the developers have set a limit of three. Keep this in mind when organizing your game.

Communication is half the battle. There's proximity-based voice chat, which means you hear those nearby better and hardly at all those who are farther away. It's hilarious when panic enters the scene: half-spoken whispers, colleagues who unintentionally separate, shouts that come from another corridor… and decisions made in haste.

Besides local chat, there are walkie-talkies for long-distance communication. They are effective, but with some caveats: Using the channel is not always "free" And it's wise to think about when to speak and when to remain silent, because the store "listens." That shared little bit of paranoia creates memorable moments.

Atmosphere and systems: liminal, sonic and sane

The Storebound store is a liminal scene in every sense: perfect aisles, neat signs, tidy shelves… and yet, it feels out of place. The art direction fosters that gentle unease that gradually builds. until your body tells you to go "slowly and quietly".

3D audio takes center stage. You hear a bang that echoes two sections away, a squeaking trolley wheel, a fluorescent light about to burn out… and your brain starts filling in the rest. The tension is not gratuitous: it is built from sound and light clues.And it works whether you're playing with headphones or in a dark room.

To top it all off, there's a sanity system that plays with perception. The mall gets inside your head, and if you're not careful, you might start seeing and hearing things that aren't really there. Losing your mental footing can turn you against your colleagues. or, at the very least, unintentionally sabotage the plan.

The puzzles are integrated into the environment: open paths, unlock access, interpret cryptic notes, and use simple tools to progress. The balance between puzzles, stealth, and light survival is well tuned, enough to challenge you without falling into constant overwhelm.

Early Access status: current content and roadmap

Storebound launches in Early Access with Episodes 1 and 2 available at launch. This amounts to approximately 2 hours of gameplay.These can vary depending on the chosen difficulty and your puzzle-solving skills. The timeframe for this first part is set in 2014, with a group of ordinary shoppers who were just looking for a bargain… and found the opposite.

There are three difficulty modes, ranging from a more relaxed one, focused on exploring without too much pressure, to a much more tense and demanding one. Choosing the difficulty level not only affects the challenge, but also the speed at which you read and solve the environment.and therefore how long a run lasts.

Looking ahead, the team's plan is to add more episodes during Early Access and, in doing so, expand the overall story with new groups of characters and situations. For every two planned episodes, they want to introduce an additional "playable scenario". with new faces, different areas, new puzzles, and other unfriendly "employees" to run from.

As for version 1.0, the developers intend to have it ready when all the episodes are complete, with a target date of 2026. The complete edition would include the full story and more content than the current version, adding all those chapters that are released.

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Pricing and policy during Early Access: Embers emphasizes that it wants to be fair to early adopters. You pay for what's available today, not for promises, and as the game grows, the price will gradually increase. When version 1.0 arrives, there will likely be another adjustment., and the studio is committed to always giving advance notice before any changes.

Community participation is key. The studio notes that audience feedback on the demo and their previous project, Murky Divers, was crucial for improvement and prioritization. They want to maintain that open approachThey encourage you to leave comments on the Steam Hub, join their Discord server, and even participate in a specific speedrun channel.

In addition to the above, the team has announced that it will soon publish a roadmap with updates and new episodes to help you plan your future "purchases". They have not yet provided specific dates for each milestoneBut they assure that "what's coming" is in preparation.

What it feels like to play: just the right amount of tension and lots of stories to tell

One of the most repeated compliments from those who have tried it is that Storebound doesn't try to overwhelm you. Exploring, observing, thinking, and moving with your head can lead to a lot.And you don't need a thick layer of systems for the atmosphere to work. The increased heart rate comes from how the space is constructed, from the light and sound, and from the reasonable fear of making too much noise.

The best moments come in co-op mode. The classic scene: you separate "for a second" and suddenly one of you hears the other hyperventilating three corridors away; or the one who decides to use the walkie-talkie and the channel fills with static. The store lends itself to anecdotes that change with each run. due to randomness in object placement, risks, and small changes in distribution.

It also helps that the mechanics are clear. The tools are easy to understand, the environmental clues are well integrated, and overall, the game encourages you to experiment without punishing you for every mistake. That doesn't change the fact that in hard mode the margin for error is small.But even there the feeling is one of challenge, not cheating.

Progression, replayability, and small details that make all the difference

Beyond mere survival, there is progression. You can gain experience to unlock and improve skills, a boost that opens up distinct playstyles. There. This growth brings variety and medium-term goalswhich are appreciated when you repeat routes in search of optimizing times or strategies.

Replayability stems from randomness (objects and obstacles change) and scalable difficulty. The same map can feel new when the store plays tricks on your mind. and it changes a reference point, adds noise where it shouldn't, or moves that fuse you thought you had under control.

On a practical level, walkie-talkies, proximity chat, and light management mean that the "how" matters as much as the "what." Cutting off communications in time or agreeing on nonverbal signals can save you from being pursued. If you overuse your voice, you might not be the only one listening.And that doubt adds spice.

What the developers say, in a nutshell

Regarding why Early Access: they want to share content early, gather feedback and iterate, something they consider vital in a game of narrative, puzzles and challenges that benefit from multiple playthroughs and tests. Their vision of the whole story is clear, but they're asking for help to refine it along the way..

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Regarding how long the EA will last: the goal for version 1.0 is set for 2026, once all episodes are ready. They do not rule out planning adjustments if necessary.But that's just a guideline.

Regarding differences compared to version 1.0: EA's roadmap consists of releasing more playable episodes, until all of them are included in the full version. For each pair of episodes, they will add a new scenario with new characters, levels, and puzzles.In addition to that catalog of "employees" who don't exactly offer smiles.

Regarding the current state: they start with Episodes 1 and 2 and about 2 hours of average gameplay, with three difficulties ranging from a stroll to "don't get caught". The experience can be played solo or with two colleagues, with the dynamics of 2014 as a backdrop for this first batch.

Regarding price today and tomorrow: you pay for what's available right now; as content arrives, the price will gradually increase. Another adjustment is likely in the jump to 1.0and they promise to give notice before any changes so that no one is caught off guard.

Regarding the community: they listen to everything that comes in through the Steam Hub and their Discord, and they have already implemented suggestions they received in the demo and on Murky Divers. There's even a specific channel for speedrunnersin case you're keen to compete with the timings.

Platform, languages ​​and trailer

Storebound is available on PC via Steam, where you can follow development, participate in forums, and review the roadmap when it is released. The trailer can be viewed on the Steam page and on YouTube., useful for getting a feel for the tone and atmosphere if you still have doubts.

Important regarding languages: it has been confirmed that, at least for now, it is not available in French. It's advisable to check the list of supported languages ​​on Steam before purchasing., in case your preferred language is not yet supported in Early Access.

Quick tips for impatient shoppers

If you're into cooperative horror with a touch of mystery and sustained tension, Storebound already offers a solid foundation with its first two episodes, three difficulty levels, and a store that changes just enough to keep you from getting too comfortable. Just remember that it's Early AccessThe fun is in seeing how it grows, providing feedback, and enjoying the journey in stages.

From a financial perspective, expect price increases as new episodes are released. If you're interested in joining early, it might be worthwhile to do so before the additional content comes with a price adjustment. As always, take a look at a Steam price comparison tool to hunt for the best deal and check out promotions.

Between illuminated-hanging corridors, encrypted notes, and employees who don't clock out, Storebound has earned praise for its atmosphere, its proximity voice co-op, and that captivating balance between fear and curiosity. Its episodic plan, focus on feedback, and a "living" store with sanity, 3D audio, and replayability They've created a project with personality that's worth keeping an eye on if you like well-executed scares.

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