Five Nights at Freddy's 3 cover art

Five Nights at Freddy's 3

2015ScottgamesPC (Microsoft Windows)

Thirty years after Freddy Fazbear's Pizza closed it's doors, the events that took place there have become nothing more than a rumor and a childhood memory, but the owners of "Fazbear's Fright: The Horror Attraction" are determined to revive the legend and make the experience as authentic as possible for patrons, going to great lengths to find anything that might have survived decades of neglect and ruin. At first there were only empty shells, a hand, a hook, an old paper-plate doll, but then a remarkable discovery was made... The attraction now has one animatronic.

What it feels like

The core experience is built on active, present threats from an animatronic that hunts the player, creating sustained menace throughout. Slow-building anticipatory fear permeates the game as players monitor systems and wait for the inevitable encounter with Springtrap. Sustained edge-of-seat pressure where a mistake in power allocation or attention feels immediately costly and dangerous.

Menacing85%
Dread80%
Tense80%
Uncanny60%

What it's about

Frightening the player through an animatronic threat and jump scares is the primary design intent. The game plays on player paranoia and dread by creating uncertainty about when and where danger will strike. The true nature of Springtrap and the attraction's secrets are gradually revealed across the campaign's arc.

Horror90%
Psychological Horror65%
Mystery55%

How it plays

Managing limited power to fuel security systems and vents is the definitional core of the moment-to-moment gameplay loop. Tracking the animatronic's location and awareness state via security cameras and audio cues is central to survival strategy. The player must avoid detection by Springtrap by managing visibility, sound, and movement in the facility.

Resource Management90%
Detection & Awareness85%
Stealth75%
Survival Needs70%
Point-and-Click60%

How it looks and sounds

The player experiences the attraction through a first-person perspective from the security office. Security camera feeds provide a fixed, cinematic framing of the spaces being monitored. The interface and visuals are stripped to essentials: security feeds, a power meter, and a building schematic.

First-Person80%
Fixed Camera75%
Minimalist Visuals50%

How it's structured

Designed entirely as a solo experience with no multiplayer component. A bounded authored story arc culminates in the revelation and confrontation with Springtrap. Each night is a discrete, completable session lasting roughly 10-15 minutes, enabling short play sessions.

Single-Player95%
Campaign70%
Bite-Sized Sessions65%
Procedural Levels35%

Shares Horror, First-Person, Menacing, Resource Management.

Both lean into Single-Player, Horror, First-Person, Menacing.

Single-Player95%Horror90%First-Person90%Menacing85%

Shares Dread, Resource Management, Horror, Tense.

Both lean into Single-Player, Dread, Resource Management, Tense.

Single-Player90%Dread95%Resource Management85%Tense90%

Shares Horror, First-Person, Dread, Stealth.

Both lean into Horror, Single-Player, First-Person, Dread.

Horror90%Single-Player85%First-Person95%Dread80%

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