$4.99 (−80%)Killer Frequency Save Callers With Your Voice
You are Forrest Nash, washed-up DJ on the midnight shift in Gallows Creek, 1987, when the phones start ringing with people hunted by a killer. Talk panicked callers through hiding and escape, dig around the station for the clue that saves them, and work out who is behind the whistling. Talky, tense and darkly funny.
Is Killer Frequency worth it?
Killer Frequency is worth it if…
- you like solving mysteries by talking, listening and connecting clues
- you like 80s slasher stories with dark comedy and a warm heart
- you like story games where choices decide who lives
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Talk callers through the night alive
Most of your detective work happens live on the phone. A caller whispers that the killer is outside, and you pick what to ask and what to tell them to do next, line by line. The right instruction comes from listening closely and remembering a detail you found earlier, like which shed door locks or where to hide. Get it wrong and the call goes quiet. The pressure is real because you never leave the studio, you only have your voice and your notes.
A radio station full of usable clues
Between calls you are still on air. You keep the show moving, cue records and cassettes, play ads, and wander the small, detailed station. Tapes, notes and old papers around the desk fill in what happened in Gallows Creek thirty years ago and who the Whistling Killer might be now. Finding them matters, since that background often holds the answer you need two calls later. It is a slow search under neon light, with an 80s synth soundtrack keeping time.
What should you know before tuning in?
Do you actually find the killer?
Yes, in a way. You piece together the town's past from station files and callers' stories while you work, and the night builds toward a reveal about the whistling figure. Multiple endings change who survives and how Forrest's shift ends, so your notes and choices shape the outcome.
Is it scary if you scare easily?
It stays fairly tame. There is stalking, murder and tense calls, but little gore and no chase where you are hunted yourself. The fear comes from saying the wrong thing on air, softened by banter with your producer Peggy and goofy small-town callers.
How much puzzling is there?
Puzzles are short and tied to calls: follow a map description, work out a code, match a clue to the right advice. They are meant to be solved under time pressure rather than puzzled over for an hour, which suits armchair detectives who prefer reasoning to inventory juggling.

















