Keep the Door Locked puts you alone in a hotel room after midnight. Strangers knock. Some need help. Some lie. You watch the cameras, read the rules, and decide who gets inside. One wrong yes can end the run.
First nights are about modes, the decision habit, Sanity and sleep, and light upgrades. Full anomaly catalogs and ending routes can wait.

How Keep the Door Locked works on your first nights

You play nights (also called days) in a small hotel room. Move with WASD and interact with E.
Story mode runs a fixed stretch of days toward a finish (commonly framed as about 10 nights). Endless mode keeps going until a fatal mistake. Start Story so you have a clear goal instead of an open-ended grind.
Sanity is your stress meter. Bad events and some room threats drain it. Hit zero and the run fails. Sleep and a few rare finds (like cake from a trolley) can help claw some back.
The room is more than the door. Window watchers, shadows, ceiling pests, vents, power glitches, and other special events show up with on-screen cues. When something pings, follow the prompt first (hide under the bed, check the window, use the flashlight, stand on the bed). You do not need the full threat list on night one.
If you already like other Roblox anomaly games, the loop feels like a cousin to the Home Alone wiki and the Animal Hospital wiki: watch, check rules, then act. The hotel still has its own tools and sleep pressure.
Check cameras before you open

Default stance: keep the door locked while you gather evidence. Urgency in a visitor's voice is not proof they are safe.
Use this order every knock:
- Stay locked. Do not open on the first knock or a rushed claim.
- Read the live rules. Rules can shift. Check them before you trust a story.
- Open the laptop cameras. Scan the full hallway frame. The guest's face is one detail, not the whole check. Early tells are often wild model mistakes (wrong limbs, doubles, weird translucency). Later nights get subtler.
- Go to the door. Use the peephole-style view and listen to what they say.
- Decide. Open only when cameras, rules, and dialogue all line up. Otherwise lock it and move on.
- Recheck the room. Between knocks, glance at windows, vents, bed, and laptop so a side threat does not wipe you while you stare at the hall.
There is no complete official safe-visitor list. Cameras plus rules are the real checklist.
Your first sessions

At the door you will usually see choices like Open Door, Lock the Door, and Leave. Treat lock as the safe default until your checks clear them.
You still need safe people in the room. Sleeping alone can fail hard: the bathroom threat attacks if you try to end the night without a real (non-anomaly) resident. That is why the game is not pure "never open anyone." Deny the weird ones. Accept the ones your evidence supports so you can sleep and recover Sanity.
A clean first stretch is simple. Survive a few knocks with the camera habit. Let a trusted guest in when the checks pass. Sleep when the night is ready. Treat every new day as the same loop under a bit more pressure.
What to focus on after you survive a few days
Runs pay Cash. Spend it in the hub on upgrades like movement speed, Sanity, and flashlight. Some shops also sell event-style items (revives, sprays, Sanity pills). One common tip: each upgrade line can climb several times, and single bumps often start around 1,250 Cash or more. Confirm live hub prices before you dump a whole wallet.
Early mistakes to skip:
- Opening because someone sounds desperate
- Calling a blurry camera feed "safe enough"
- Watching only the door while room events fire behind you
- Burning Cash on upgrades before the check loop feels automatic
- Chasing secret endings before you finish a normal Story run
Learn the locked-by-default habit first. Deeper room-threat timing and full ending routes can wait until the basic night feels calm.









