Late Night with Ken Hayes is a first-person psychological horror adventure game set in a small-town radio station during a violent storm in October 1998. Players take on the role of overnight host Ken Hayes at WBRF 98.3 FM in Briar Falls, managing the graveyard shift while strange reports begin to surface from callers.
Gameplay
The core loop centers on operating the broadcast desk inside the detailed late-1990s radio station environment. This includes answering incoming calls, interacting with physical equipment, making coffee, and responding to messages to keep the show on air. The familiar routine gradually unravels as callers describe sightings of a pale man standing outside, with each mention on air appearing to draw the figure closer. Horror elements emerge through radio interference, text messages, environmental shifts, and ambiguous threats just beyond the station lights. Exploration remains grounded in practical interactions within the station, building tension through the spreading descriptions of the same figure by unrelated people and the broadcast's potential connection to those sightings.
Game Modes
The experience consists of a single, linear narrative-driven session designed for completion in one sitting. No separate multiplayer options or additional modes exist beyond this focused story progression, where the player's actions center on maintaining the broadcast while the supernatural elements escalate.
Story and Atmosphere
Set against the backdrop of a small town asleep during a late-night storm, the narrative unfolds through the station's isolated setting. Callers provide the primary vehicle for the horror, initially describing ordinary events before converging on accounts of the pale man. The atmosphere draws from authentic 1990s radio station details, heavy rain, and the slow breakdown of routine, emphasizing psychological tension over overt action. What begins as standard shift work evolves into questions about the broadcast's role in manifesting or spreading the observed figure.
Who It Appeals To
This title suits players interested in short, story-focused horror experiences that rely on audio cues, environmental storytelling, and building dread rather than combat or complex systems. The grounded setting and emphasis on routine tasks interrupted by escalating unease make it accessible for those seeking a contained session without lengthy campaigns or competitive elements.
Is It Worth Playing?
The game delivers a tightly paced, authored horror narrative centered on the radio station shift and the spreading presence described by callers. Its strength lies in the focused single-sitting format and the way ordinary broadcast duties intersect with supernatural developments. Players who enjoy psychological horror built through dialogue, interference, and subtle environmental changes will find the core loop engaging. Those preferring longer campaigns, multiple endings, or varied gameplay systems may find the brevity limiting, though the consistent atmosphere supports its intended scope as a self-contained experience.