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The Ardmore: Last Shift

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The Ardmore: Last Shift screenshot 1
Demo Trailer trailerWatch trailer on Steam ↗

The Ardmore: Last Shift

Dead Frame Interactive · Published by Dead Frame Interactive · Official site ↗

Content notice: The game contains psychological horror themes including unsettling imagery, implied supernatural threat, and escalating atmospheric dread. Some levels contain depictions of crime scenes, evidence of violence, and disturbing environmental storytelling — including implied suicide and murder. No graphic gore or sexual content. May not be suitable for players sensitive to themes of psychological distress, self-harm, or paranoia.

Last updated 28 Sept 2026

New York, 1937... The Ardmore Hotel. Guests call. The elevator answers. Listen closely, trust no one too quickly, and choose carefully when the cage door opens. Play Night One in the free demo.

Free to PlayComing SoonDJCTQ 161 DLC available ↗

Free

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Adventure, Indie · More free games

About this game

Ardmore Hotel. New York, 1937.

Tonight is your first shift as the hotel's new elevator operator.

The last man who worked the cage left behind a journal. Most of it is filled with ordinary instructions: answer the calls, mind the gate, don't keep the guests waiting.

The rest is harder to explain.

Take the guests where they ask to go. Listen when they speak. Keep your eyes on the floor indicator.

Your first night at the Ardmore

  • Meet the guests. Everyone staying at the Ardmore has a reason for being here. Some will tell you theirs. Others would rather take it to the grave.

  • Listen carefully. A careless word, an awkward silence, or a request made too late at night may tell you more than a direct question ever could.

  • Leave the cage. You are free to step into the halls and explore the hotel. Just remember: the elevator may be the only place where you are still safe.

  • Follow the rules. The basement is for staff. There is no thirteenth floor. At least, that is what the Hallorans insist.

One night. Around 45 minutes.

The demo includes the complete first night of a six-night story.

In the full game, more of the Ardmore will open to you along with the rooms its owners have kept closed and the secrets the Halloran family has protected for three generations.

Most guests don't come to a hotel because they want to be known.

Take them where they need to go.

Don't ask more than you have to.

And stay inside the cage.

Demo: approximately 45 minutes

Full game: approximately 4–6 hours

Wishlist the game and follow the development of The Ardmore: Last Shift.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11 64-bit
  • Processor: Intel Core i5-10400F / AMD Ryzen 5 3600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GTX 1660 Super 6 GB / AMD RX 5600 XT 6 GB
  • DirectX: Version 12
  • Storage: 10 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 / 11 64-bit
  • Processor: Intel Core i5-12400F / AMD Ryzen 5 5600X
  • Memory: 32 GB RAM
  • Graphics: NVIDIA RTX 4070 12 GB / AMD RX 7800 XT 16 GB
  • DirectX: Version 12
  • Storage: 6 GB available space

Supported Languages

English*, French, Italian, German, Arabic, Japanese, Russian, Simplified Chinese, Turkish, Ukrainian, Spanish - Spain, Korean, Portuguese - Portugal
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    The Road to Six Nights: Roadmap to Release

    Next Fest wraps up tonight, and we wanted to share one more update before it ends.We hit 300+ wishlists this week without any real marketing push behind it. Just players finding the hotel on their own, telling friends about it, leaving feedback, and writing in the discussions. For a two-person team, one developer and one artist, that means a lot. Honestly, reading what you all wrote was the best part of the week.If you haven't played the demo yet, it's 1937. You're Walter Merrick, the new elevator operator at the Ardmore Hotel. The place has been standing since 1892. It's seen things. The demo's still live for a few more hours of the fest, so if any of this catches your interest, take a shift before the doors close. The job has one rule: stay in the cage. Take guests up. Take them down. Don't wander. But you can leave. The doors aren't locked. Nobody's technically watching. That's the whole game for us, right there. It's not confinement horror, it's curiosity horror. Every step you take outside your post, the hotel either rewards you or punishes you. Sometimes both. And you usually can't tell which is which until it's too late to take it back. Now we look ahead. The plan from here is to take The Ardmore somewhere much stranger than what you played this week. Roadmap to ReleaseHere’s what we’re chipping away at between now and Halloween, or February at the latest:Five more nights of content. The demo's first night is just the on-ramp. The story gets a lot weirder from there. Two new mini-games alongside the one you already ran into. Each one starts as a job a 1937 night operator might actually do, and each one falls apart in its own quiet way. Reworked character models and animations. The work below is just the start of a much bigger pass on how every NPC in the building looks, moves, and reacts. (We've already started.) Smarter encounters. We're going back through enemy behavior and rewriting the parts where you can read the pattern on the first try. The first encou...
    Read full article on Community Announcements (interactivedeadframe)
  • Patch NotesOfficial

    [Demo Patch] Elevator & Luggage Stability Update

    Demo Update Now Live We are continuing to review player reports and improve the demo throughout Next Fest. This update addresses several important issues involving NPCs becoming stuck during elevator sequences, dialogue events triggering at the wrong time, and luggage carts or luggage items clipping through the elevator cabin.Elevator & NPC Fixes NPCs no longer become stuck while entering or leaving the elevator. Elevator doors now wait for NPC movement to finish safely. NPCs will not walk through closing doors. Elevator dialogue now starts in the correct order and at the correct time. Luggage Fixes Luggage carts and items no longer clip through the elevator floor while it is moving. Carts remain safely locked until the elevator stops. Luggage carts can now be interacted with from accessible sides when the handle is blocked by a wall. Thank you for your reports and feedback. We’ll continue improving the demo throughout Next Fest.
    Read full article on Community Announcements (interactivedeadframe)

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