Midnight Frequency: Echo Frequency

Midnight Frequency is our first-party ARG: an old radio left seven days after Mother passed, tuned to FM 103.9, where a voice waits in the static. 9 chapters, 9 puzzles, 4 endings, about 2–3 hours, headphones recommended.

An old radio at midnight: amber dial with a red needle, rain on the window, Mother's tin box beside it — illustration, not a screenshot
Illustration (AI-generated), not a game screenshot

Seven days after your mother's death you find an old radio in a rusted tin box. Tune it to FM 103.9 and someone is speaking inside the static. 9 chapters, 9 puzzles, 4 endings, 8 intercepted nights, about 2–3 hours.

The notice before entry: headphones recommended — some clues exist only in sound
The notice before entry: headphones recommended — some clues exist only in sound
The terminal in the prologue: chapter log, clue counter and frequency scale
The terminal in the prologue: chapter log, clue counter and frequency scale

What it is

June 19, 2026. Seven days after your mother passed away, you are sorting her belongings: old clothes, photo albums, a few cookbooks — until a metal box at the back of the closet, its lock rusted solid yet hanging open.

The box leads to an old radio and a stretch of static. One spot on the dial has been circled in red paint again and again: 103.9. Tune there, and a voice says your name — and another name, of a night watchman who disappeared in an accident twenty years ago.

It plays as point-and-click narrative with inspection and keyword search: every act is a passage you click through, and clues hide on the back of photographs, duty rosters, permits, tapes and search boxes. Answers are typed into a terminal, not chosen from a list.

The dread is not jump scares; it is the question of what your mother was guarding, and it stays open until your last confirmation.

How to play

Nine chapters

Nine puzzles, and what each one tests

The dates, years and frequency printed in the puzzles are conditions the game states openly, not spoilers; the answers still have to be worked out from earlier clues.

Four endings

The four endings depend on your final choice and the last merge; exact triggers are in the walkthrough.

With all eight intercepts, every one of the four endings gains a closing REC 701 page. It changes no branch; it is their shared coda.

Night intercepts: eight voices that were never overwritten

Between 1989 and 2008 the station logger caught more than seven hundred voices. Each of the eight main-line puzzles corresponds to one of them; solve the puzzle and that voice is written into this device’s Night Intercepts, readable from the archive or the clue panel.

The eight are: fisherman Chen Ashui hearing someone count to seven hundred under the sea while hauling nets in 1989; primary teacher Lin Xiulan receiving a class set of homework in identical handwriting in 1993; nine-year-old A Che hearing the radio speak first in 1997; last-bus driver Zhou Dehai reaching the sea in 2001 and finding the bridge gone; postman Xu Jianping sorting a letter with no address, addressed to “everyone in Linwan who still remembers,” in 2004; clinic nurse Shen Yumei hearing three newborns cry with the same voice in 2006; shopkeeper Cai Guoqiang selling every radio in his shop to a man from the station on 11 March 2008; and, in the early hours of 12 March, watchman Zhou Yuanzhou leaving one last tape.

They are not answer keys and cannot be missed: each is tied to a main-line puzzle you must solve to advance, and an older save with solved puzzles is backfilled the next time the game opens. Like the four ending echoes, intercepts live in this browser and survive “Play Again.”

With all eight, every one of the four endings gains a closing REC 701 page: in the bottom drawer of the console you find an unlabelled tape, the counter reads 701, the first eight segments are the voices you intercepted tonight, and the ninth is blank, exactly eighteen years long. It changes no branch; it is the shared coda.

The object photographs for the intercepts are AI-generated illustrations used to fill in the objects, not screenshots of the game.

Recent changes

How the numbers on this page are checked

Chapters, puzzles, endings and clue count come from the game's chapter, puzzle and clue data; 2–3 hours is the game's own reading length. Both screenshots were taken from the running game on 2026-10-18.

The eight intercepts, their dates and speakers come from night-log.js; each is bound to one main-line puzzle, and the audit confirms the one-to-one mapping, the images, and the backfill from older saves.

If a number here disagrees with the game, the game is right; tell us in the changelog and we will fix it.

Who it is for

For players who like reading, listening and assembling scattered records into one timeline. Sessions run 30–40 minutes, so two or three evenings will finish it.

Not for speaker-only environments: some clues are stereo and only audible on headphones. Not for players who do not want a thriller tone.

FAQ

Do I need an account or payment?
No. It runs in the browser, free, with no sign-up.

Are headphones required?
Strongly recommended. Some key clues and atmosphere exist only in sound; the game asks for stereo output.

Where is progress saved?
Locally in the browser (localStorage); it does not sync across devices and clearing data restarts.

How long is it?
About 2–3 hours; seeing all four endings takes longer.

Will this page spoil it?
It covers premise, chapters and ending names only — no key answers. Use the walkthrough for solutions.

Can I miss the eight intercepts?
No. Each is tied to a main-line puzzle you must solve to advance; an older save with solved puzzles is backfilled when the game opens. Intercepts live in this browser and survive “Play Again”; the full set adds a REC 701 coda after every ending.

What if it will not open?
Try a current Chrome, Edge or Firefox. If it still fails, email contact@gamestrategists.com with your device and browser version.

Start listening — Runs on its own subdomain · headphones recommended · progress saved locally