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Jun 30, 2026

Inside Netflix’s ‘Unhinged’ Horror Game, Made in Secret Collaboration With David Fincher and ‘Weapons’ Director Zach Cregger

SPOILER ALERT: This article contains spoilers for Night School Studio’s new horror game “Unhinged,” now available on Netflix.

David Fincher, “Weapons” filmmaker Zach Cregger and Night School Studios founder and studio director Sean Krankel want you to die while playing the new Netflix horror video game, “Unhinged.”

“At least once,” according to Krankel.

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In “Unhinged,” players take on the role of Ava (voiced by Zoë Kravitz), a woman who wakes up during an intense storm that has knocked out her power. The game, which can be played on Netflix via subscribers’ TVs or computers, has you use your real-life phone as your controller, which acts as your flashlight and way to call and text your best friend Claire (Sadie Sink) and building super Ben (Troy Baker), while also being the way you move around and make choices. And those choices become increasingly important as you discover a killer is afoot and coming for you and the other remaining building residents.

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Developed by the Netflix-owned Night School Studios in secret collaboration with Fincher and Cregger (the two directors got a “Special Thanks” acknowledgement in the game’s credits when it was released Tuesday, but Netflix has not commented on their inclusion in the process beyond confirming their creative involvement to Variety), “Unhinged” is a survival game that includes “about 10 times” the player could die throughout the story, which will take you roughly more than 30 minutes to play.

At the very first point offered, Krankel said the team made the countdown timer to take an action to save yourself “intentionally kind of short” in hopes of killing the player off and giving them a taste for the game they were playing. And this is done without the user losing all their progress, as they will start up again in that same place after first listening to the cops discuss their gruesome murder at the hands of the killer.

“Every time you do die, the cops comment on the specifics of that crime scene,” Krankel told Variety. “If you die during that Noah scene, he’ll talk about both of you and them figuring that out. So there’s actually a bunch of little storytelling that happens just between the dumb-cop banter for each of those.”

Krankel and the team at Night School Studios (best known for “Oxenfree” and “Oxenfree II”) spent a lot of time figuring out how much agency the player should have in the game, which was put into development following Netflix’s acquisition of the game studio in 2021.

“When you start a project like this, sometimes there is a muscle memory that tells you we should have five different endings, 10 different endings,” Krankel said. “Or, ‘Hey, this studio, specifically, has spent the last 10 years making branchy game — so there was a lot of debate early on about, how branchy should it be, especially the dialogue piece. And when we started with dialogue and realized that every time you were making a dialogue choice in a story like this, that is as propulsive as it is, it was not going well. It felt weird and labored and just wasn’t right. And we felt like the magic trick between the two talking, and the act of being able to make a call or turn on your phone or not, or hang up on somebody, that was the choice that felt more interesting. So there is branching happening under the hood a lot, but it is not big branchy outcomes for the story. Rather, it is branchiness for how you interact with Ben and Claire and make your way through it.”

For example, Krankel says he’s noticed “a lot of people who play and are super annoyed with Claire and don’t trust her from the beginning, and then when she gets to the door, they’re like, ‘Do not open that damn door! She’s going to kill you!’ I love that.”

Minus all the different ways (and whens) to die, your choices will ultimately lead you to one “happy” ending, which sees Ava survive the night — and receive a final message from super-turned-killer Ben the next day that lets the player know he’s still around, too.

“The decision behind that was to make sure that it really was a singular piece that people could talk about, like a great movie with great twists and if you want to play it again, it’s not because it’s to see a bunch of different outcomes, it’s because you’re like, I need my friend to see this crazy ass game,” Krankel said.

That ending was not necessarily intended to set up another game — though Krankel says he’s not opposed to an “Unhinged 2” — but a particularly horrific choice made by Krankel, Fincher, Cregger and the “Unhinged” team.

“[The call] did happen after you loaded him up full of nails. Before the police got there, he got away. And he is still out in the wild and we don’t really know where,” Krankel said. “It’s not done specifically for a sequel, because I would even have a hard time today telling you what a worthwhile follow up to that would be with those characters. It was more to feel very creepy and to really just lean into that.”

But even in that final moment, the game lets you decide how you want to experience the horror: “You could have just not answered it, and then you just go off and the credits roll,” Krankel said.

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