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Video Game / Killer Frequency

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You're Forrest Nash working the night shift on 189.16 the Scream, a struggling radio show in the town of Gallows Creek. After releasing a news bulletin about a convicted killer that's escaped and is now prowling the town, your radio station gets three calls in to your show from the killer's potential victims, who for one reason or another have been unable to contact the police. With the help of your producer, it's your job as a radio host to guide your callers to safety, or else risk hearing them die on the air.


Killer Frequency is a first person horror puzzle game made for the PC, released on Gamejolt for the 2019 AdventureJam by awfindlay.

Killer Frequency contains examples of the following tropes

  • Audible Sharpness: The killer's method of murder is a knife. How does the player know this? You can hear the metallic sound of him drawing it when he kills your caller on the air. It's also the last thing you hear before the game ends.
  • Bittersweet Ending: Any ending where you fail to save one of the callers. Even if you save all of them, the game still ends on the killer entering the studio, where he'll likely murder Forrest and his producer.
  • Casual Danger Dialogue: Forrest Nash isn't technically the one in danger, but he makes a lot of wisecracks and is remarkably calm for someone who has people's lives in his hands. Even when the killer calls in, threatens him, and then tries to cut the power to the station, Forrest keeps chatting with his callers and producer in the same bored, tired tone.
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  • Evil Sounds Deep: The killer's voice is extremely deep. Although since you only hear it when he calls in to your show, his voice could be distorted to hide his identity.
  • Harassing Phone Call: After you handle the second caller, the killer calls in to the show and starts his call by breathing into the phone before threatening you to stop trying to help his victims.
  • Period Piece: The exact date isn't shown in the game, but the final caller is peddling home theatre equipment (including a VCR set) as the "technology of the future," and calls cellular phones "new fangled," implying it's a couple decades in the past.
  • Police Are Useless: The reason why your callers are calling you instead of the town's sheriff; he won't pick up. The police do start to come towards the station at the game's end, but evidently too late to save Forrest.
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  • Skewed Priorities: Played for laughs where Forrest can get upset if the final victim is killed because now he won't get the video cassette deal the victim promised him for his help. There's also how the Radio Shed employee will give a brief "we only sell the best equipment" spiel while he's calling in for advice about how to escape a serial killer.
  • Spiritual Successor: More than a few players have noted that this game is very similar to Do You Copy, another horror game where you have to use a radio to guide a potential victim to safety from a killer by using maps and information at your disposal, save for there being a slightly larger cast. And like Do You Copy, it turns out that you're not as safe from the killer as you might have thought.
  • Video Game Cruelty Potential: When saving the second caller, you can lure the killer elsewhere by speaking to him over a radio. There's also, however, a dialogue option to tell the killer where his victim is.
  • Where Are They Now: At the end of the game, you get to see what happened to the victims if they survive the night.

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