$7.99Storebound A cursed megastore that never closes
Storebound traps 1-3 co-op friends in a cursed megastore for a six-episode, 5-to-7-hour escape. You search aisles for items and clues, split up with walkie-talkies, and solve its twisted puzzles while something offers after-hours assistance. Good for a small crew that likes puzzles with the lights off.
Is Storebound worth it?
Storebound is worth it if…
- you want co-op games built around puzzles, stealth, and shared scares
- you have one or two co-op friends for a 5-to-7-hour campaign
- you like splitting up, using walkie-talkies, and talking each other through it
- you enjoy eerie, surreal malls caught between dream and nightmare
Screenshots
A six-episode shift you will not finish in one night
You and up to two co-op friends work through a complete campaign across six episodes, roughly five to seven hours. Every two chapters the store shifts into a different era and area, with fresh puzzles and new horrors to learn.
You search the mall for items, gather clues, and piece together where to go next. You call out a code sequence from across the department while a friend punches it in, or talk someone through a maze over the walkie-talkie. Proximity voice chat keeps it close and messy: help echoes from another aisle, and so does panic.
Quiet shopping when the lights go out
When the lights go out, the store looks for shoppers who need assistance. You cut communications to stay silent, sneak past traps and aberrations, and hope nothing heard you on the radio. Someone might be listening.
It gets stranger than hide-and-seek. The mall gnaws at your mind until you cannot trust what you see or do, and the sanity system means losing control can turn you against your own crew. You keep solving while watching your friend a little too closely. In a place built for consumption, the checkout logic is simple: keep thinking together or shop forever.
Good to know before you clock in?
Can you play it solo?
Yes. Single-player is listed, so you can work the six episodes alone. Expect more legwork, since you will be the one finding every item, holding every clue, and solving every twisted bit of store logic yourself.
How does communication work?
Two ways: proximity voice chat for talking nearby, and walkie-talkies for long distance. That split shapes the plan — stay close to whisper through a puzzle, or spread across departments and radio codes back and forth while something else may be listening.
What changes across the campaign?
The setting and threats rotate. Every two chapters brings a new era and area of the megastore, with its own puzzles and entities. You are still escaping the same cursed logic, just learning a new department's rules for survival.
Does it have sanity effects?
Yes. The store gets into your head, and losing control can turn you against your friends. It adds a second thing to manage alongside stealth: solve the puzzle, watch the dark, and keep an eye on your own mind.


















