In Aisles of the Locust you start in a parking lot outside a dilapidated supermarket with a grocery list from your mom and three days to fill the order, and that setup matters more than it looks. The list is a clock, the store is a maze of dark aisles, and a distorted insectoid humanoid called the Locust patrols between the shelves. It is a co-op horror game where nobody is trying to be a hero, only trying to get the cart to the front.
The HUD tells you almost everything. The top left shows the grocery counter under the line about three days to fill the order, and day one starts at 0/8. The bottom left shows your lives and the noise meter, and normal runs often begin with three lives while hard mode starts with fewer. Floating markers point to today’s groceries, so you never hunt blindly for an item, but you do walk through danger to reach it.
The list is a live quota rather than a fixed checklist. One day-one list asked for bread, cereal, flour and canned beans, while another asked for rice, bread, cookies, soda and water, so a list from a video will not match yours. Pressing M shows item names, which beginners overlook while they stare at the markers.
Day two raises the count to 12, and a later day asks for 16. That climb is the difficulty curve: the store stays the same, but the number of trips you must survive grows. Squads can split the aisles and share pickups, while solo players feel every extra item as pure tension.
Holding Control makes you sneak, and the game’s own prompt explains the trade: slower but quieter. Treat it as your default between markers. Even careful players get caught out by the cart, because bumping it against a shelf is loud and the noise meter fills faster than you expect.
Clicking sounds are the community’s early warning. When clicking is heard nearby, players read it as the Locust being close, and the usual advice is to kill your flashlight entirely and go still rather than bolt. Running down an open aisle is how many groups lose a life.
What players remember is the pause. The cart stops rolling, the store goes quiet, and a single click somewhere in the aisles decides whether you hold still or panic.
This is the most debated question around the game. Some written guides say the Locust hunts by sight and flashlight exposure rather than sound alone, naming a flashlight left on as the way it spots you in the first place. An NPC warning inside the store says the opposite, telling you not to be loud because it listens to the aisles. Until the community settles it, treat both as true and stay dark and quiet.
The advice that appears most often in guides is practical and easy to test:
Stealth fans will love that none of this is a scripted trick, and co-op groups enjoy coordinating who throws the noise maker. Landmines cut both ways, since the Locust can set them off too.
Each day follows the same shape. You collect marked groceries while the store is calm, survive the blackout when the lights die, then cash out at the entrance safe zone to end the day. When the lights go out, stop shopping and survive, because a full cart means nothing if you do not reach the front.
The Locust is reported to leave you alone inside the safe zone, which makes the front entrance the one place where you can breathe. Squads share pickups but not the exit, so every survivor has to get back on their own. A teammate still lost in the aisles keeps the whole group waiting, and that waiting is its own kind of dread.
A later day asks for 16 items and adds a Black Friday rush of hostile shoppers on top of the Locust. Stealth stops being enough, because now there are people in the aisles who do not care how quietly you move. Side errands with Lily, Edna and Tobias give the store some personality, but they also pull you away from the cart.
Gunfire from armed robbers draws the Locust to the area, so give shootouts a wide berth and never stack your own noise on top of theirs. Many players say this is where lives run out. Carry fewer risks, not more.
The between-day shop is another gray area. Some guides describe spending before the next list, while the public description documents no shop, prices or upgrade tree, so treat what you read about unlocks with caution.
The access card is tucked behind the customer service desk, which sits in a corridor the Locust regularly passes. Time your approach for a gap in its patrol loop instead of walking up while the corridor is covered. The card is what overrides the locked staff entrance.
From the back rooms, one detailed guide describes a chain through the maintenance corridors into the final corridor, where a scripted chase runs through collapsing hallways. You then reach the final exit, survive the chase to the loading dock, and slide under the closing security gate. It is the most cinematic stretch of the game.
The catch is that only one written guide documents this ending, while the recorded shopping runs stay on the public floor. Hold the staff-side details loosely, and leave the staff door alone until you can finish a normal day comfortably.
Players disagree. Some guides say it tracks sight and flashlight exposure, while an NPC in the store warns that it listens to the aisles. The safest plan is to sneak with Control, keep the flashlight off when clicking starts, and break line of sight behind shelving.
Recorded normal runs show 8 items on day one, 12 on day two and 16 on a later day, which also brings the Black Friday rush. The names change from run to run, so check the HUD counter and press M instead of memorizing a list.
One guide places it behind the customer service desk, in a corridor the Locust patrols. Wait for a gap in the patrol loop before approaching, then use the card on the locked staff entrance. Beginners are usually told to finish a normal day before chasing it.
Aisles of the Locust turns an ordinary grocery run into a patience test: sneak between markers, keep the flashlight dark when the clicking starts, and get the cart into the safe zone before the Locust closes in. The Black Friday rush and the staff door are there for squads who want a harder shift, but the real thrill is a quiet aisle and a full list.