

A blind co-op horror comedy for up to 4 players. Sound is your only sight: every step, clap and scream lights up the dark — and calls a monster that hunts by ear and can call you in your friend's voice. Sneak, haul fragile vials, and scream at the worst possible moment.
Overview
A blind co-op horror comedy for up to 4 players. Sound is your only sight: every step, clap and scream lights up the dark — and calls a monster that hunts by ear and can call you in your friend's voice. Sneak, haul fragile vials, and scream at the worst possible moment.
Description
That's the whole problem.
A dead research facility. No lights. No flashlight — there never was one. The only thing that shows you the room is the noise you make. And something down here is listening for it too.
Footsteps, claps and your own voice send out pulses that sketch the world for a moment: walls, doorways, the teammate three rooms over who swore he was right behind you. Whisper and you see a little. Shout and the whole floor lights up like a flare — for your team, and for whatever is hunting you. Consider it a doorbell.
It patrols, it listens, it comes to check — and then it stops pretending. No scripted jump scares: the noise decides where it goes. That includes you, on comms, forgetting to whisper.
Oh, and it remembers voices. So if your friend calls you from the dark room, maybe don't go. Or go. It's your funeral. In your friend's voice.
Haul fragile vials to the pneumatic tube by the airlock before the shift ends. Run, and the glass in your paws starts to rattle. Keep running, and it shatters loud enough to bring company. Hit the quota and the airlock opens. Every day the floor rebuilds itself and the quota goes up. Management calls this growth.
Proximity voice isn't just chat — it's your light source. Talk and you glow. Scream and you light up the whole team. The loudest player is always the most exposed, which in practice means whoever is currently panicking.
The Choir hates it when everyone talks at once.
The Hush comes for whoever stays quiet too long. Yes, that contradicts everything above. Welcome to the job.
The Magpie steals your voice. Literally.
The Thrown Voice makes your light show up in the wrong room.
Total darkness — you see only what your own noise reveals.
A monster that hunts purely by sound and borrows your friends' voices.
Proximity voice chat: your light source and your biggest liability.
Five creatures that bend the rules of sound.
A new floor every day, floor modifiers, roles and an endless run with a quota that only goes up.
1–4 players. Get caught and you watch your team finish the job — and offer valuable advice.
Best with friends you're willing to blame later.
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