
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 fragile kids in oversized, hostile worlds-with fear doing most of the heavy lifting. The new “Dreams on Paper” trailer for Little Nightmares III grabbed me because it embraces that childlike, construction-paper aesthetic without losing the series’ gloom. But the real twist isn’t the art; it’s the shift to two protagonists-Low and Alone-and a first-ever online co-op focus. That’s a seismic change for a series built on isolation.
Bandai Namco’s latest spotlight nails the series’ mood—eerie, quiet, and grimly playful. The paper-crafted look isn’t just cute dressing; it feeds that “child makes sense of a scary world” angle the franchise thrives on. Low and Alone aren’t just palette swaps either. Low’s bow hints at precision puzzles and line-of-sight interactions, while Alone’s wrench screams leverage, prying, and the occasional desperate whack. The pairing invites layered solutions and timing challenges the earlier games couldn’t quite reach.
The setting—another slice of the Nowhere called the Spiral—brings locations like the Carnevale, a rotten funfair that feels tailor-made for cooperative mischief and misdirection: rickety rides as traversal puzzles, sideshow contraptions as Rube Goldberg hazards, and masked creeps stalking the tents. It’s peak Little Nightmares, just with a second heartbeat next to yours.
This caught my attention because co-op cuts both ways in horror. Talk to anyone who tried to play a scary game with voice chat on—you end up joking through jump scares. The previous Little Nightmares titles worked because you felt exposed. Supermassive, though, knows co-op tension. The Dark Pictures games used asynchronous perspectives to make players doubt what the other was seeing. If Supermassive applies that design brain here—separations, mismatched information, sound-based cues that only one player hears—co-op could amplify dread instead of defusing it.

There’s also the solo question. The studio says you can play alone with an AI partner. Great, but AI escorts are historically the quickest way to kill pacing. If your companion pathfinding fumbles a stealth section, or they’re too aggressive with puzzle hints, the vibe is gone. I’ll be watching for restrained AI—quiet, reactive, and capable of following your lead without spoiling solutions.
The co-op is online and same-platform only. Translation: PS5-to-PS5, Xbox-to-Xbox, PC-to-PC. That likely simplifies matchmaking and keeps latency predictable for timing-heavy sequences, but it raises two flags. First, no mention of local couch co-op is a bummer for a slower, puzzle-forward game that screams “play it with someone next to you.” Second, the absence of cross-play means friend groups split across platforms are out of luck. Maybe that’s a trade-off to keep animations and physics in sync, but it’s still an ask in 2025.
Supermassive tends to prioritize cinematic camera work and lighting, which sing on higher-end consoles and PCs. Expect better shadows, smoother frame pacing, and crisper materials on PS5/Series X|S and PC. On Switch, portability is the win—Little Nightmares has always held up visually even with pared-back effects, because the art direction does more work than raw horsepower. The platform list also mentions Switch 2, which, if accurate, suggests smoother performance and fewer resolution dips, but I’ll wait for real-world tests before assuming a perfect 60 fps everywhere.

There’s also early access tied to digital pre-orders on select platforms. I get why publishers do it, but for a tightly paced horror puzzle game, playing a few days early doesn’t change much unless there’s leaderboards or live-service hooks (there aren’t). Personally, I’d value day-one stability over a 72-hour head start.
I’m optimistic. Supermassive stepping into Little Nightmares is a fascinating crossover of vibes: Tarsier’s toybox terror with a studio that knows branching tension and co-op psychology. If the “Dreams on Paper” style carries through whole levels, not just the trailer, we could get the most visually distinct entry yet. My skepticism centers on the co-op implementation and AI restraint. Nail those, and this could be the most replayable Little Nightmares to date—something the earlier games, for all their brilliance, didn’t always encourage.
Little Nightmares III launches October 10 with two heroes, unique tools, and online co-op that could reinvent the formula—or dilute the fear. The art direction looks stellar; the big test is whether Supermassive can keep the dread alive with a second player in the mix.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips