
Game intel
Little Nightmares III
Embark on a new adventure in the unique world of Little Nightmares. In Little Nightmares III, you follow the journey of Low & Alone, as they search for a path…
Little Nightmares has always been about solitude – tiny hands, oversized horrors, and that slow, suffocating dread. So when Bandai Namco dropped Little Nightmares III with full online co-op and a Friend’s Pass, my eyebrows went up. Add in the developer switch to Supermassive Games (Until Dawn, The Dark Pictures, The Quarry), and you’ve got the most dramatic shift the series has seen. That’s exciting, but it also raises questions about tone, pacing, and whether sharing the nightmare makes it less nightmarish.
You’re playing as Low (blue cape, mask) and Alone (green jumpsuit, pigtails), kids stuck in the Spiral — a distorted realm within the series’ Nowhere. Each character carries an “iconic item,” a mechanical twist meant to mix problem-solving with survival. For the first time, you’re not just guiding an AI companion through a grim diorama; you can actually bring a friend along online. The Friend’s Pass is the standout here — a consumer-friendly move that echoes A Way Out and It Takes Two: one copy, two players.
Solo play is still an option, but the headline feature is online co-op. Noticeably absent from the announcement is local couch co-op, which feels like a miss for a two-kid horror adventure. If that’s a dealbreaker for you, double-check before you buy. Also not clarified: cross-play for the Friend’s Pass. If your co-op partner is on another platform, you’ll want confirmation on compatibility.
This is the first mainline Little Nightmares not developed by Tarsier, the studio that nailed the toybox-meets-night-terrors vibe of the first two games. Supermassive knows horror and knows co-op — The Dark Pictures has had both online and “movie night” pass-the-pad modes — but their strengths are branching narratives and cinematic timing, not side-scrolling stealth platforming. That’s a different kind of precision.

The upside: Supermassive can orchestrate cooperative tension. Think synchronized distractions, one player baiting a giant grotesque while the other slips past, then a quiet reset where both listen for floorboards and clockwork machinery. The risk: latency or camera issues ruining the meticulous feel that made Little Nightmares’ chases so sharp. If the platforming loses its snap or puzzles become stop-and-wait exercises, the atmosphere breaks. I’m hoping they lean into asymmetrical tools and communication puzzles rather than split-the-lever clichés.
Horror changes when you can laugh off a scare with a friend. Little Nightmares isn’t about jump scares anyway; it’s about being small in a world that doesn’t care if you’re crushed, salted, or swallowed. Co-op could amplify that helplessness if it demands trust — one kid hides under a bed while the other lures a butcher away with a clatter; both freeze when the heartbeat sound swells. But if it turns into banter with VOIP chatter steamrolling the audio design, you lose the slow-burn terror the series is known for. This is where Supermassive’s restraint will matter more than their flair.
For solo players worried the AI partner will resurrect LN2’s occasional pathfinding hiccups: fair concern. The series has improved companion behavior over time, but puzzle density and enemy patrols have to be tuned so an AI doesn’t soft-lock your run or snipe the fun by solving everything for you. If you loved Mono and Six’s dynamic, you’ll want to see whether Low and Alone can carry that baton without the co-op hook.
Little Nightmares III is out on basically everything: PS5, PS4, Xbox Series X|S, Xbox One, PC via Steam and Xbox on PC, plus Nintendo Switch and “Switch2.” Two flags to plant:

Bandai Namco is also offering Deluxe, Premium, and Exclusive editions. Translation: expect cosmetic packs, artbooks, maybe soundtrack access — the usual tiering. Unless there’s meaningful DLC or a meaty side chapter, I’d tell most players to start with the base version and upgrade only if you fall in love and want the extras. Horror thrives on restraint; your wallet can, too.
We’re in a mini-renaissance of co-op horror that isn’t just “shoot the monster” — think asymmetry, trust, and communication. Little Nightmares III stepping into that space makes sense, especially with Supermassive at the helm. If they respect the series’ minimalism — sparse UI, tactile puzzles, sound-led storytelling — co-op could make the world feel even more hostile, not less. If not, we’ll get a stylish but diluted romp. Either way, it’s a bold swing for a beloved horror series, and that alone earns my attention.
Little Nightmares III launches with online co-op and a Friend’s Pass, two new protagonists, and Supermassive steering the ship. It’s a smart evolution on paper — now the execution needs to keep the dread intact, the platforming tight, and the monetization minimal. If those boxes get checked, sharing this nightmare might be the best way to experience it.
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