
A mic sensitive monster, an ancient alien temple with strange puzzles to solve. See if you can survive long enough to figure out the truth.
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About
Designed to scare you and keep you on edge, either sneak your way through, or run as fast as you can. The monster can hear your microphone so be careful.
Strange puzzles developed by an ancient race long gone, as well as some new technology that seems to be fused into what was once created here.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Russian, Portuguese - Brazil, Turkish, Dutch, Simplified Chinese, Polish, Romanian, Swedish, French, Indonesian +2 more
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
Dead exhale has a interesting premise, the creature who is chasing you heards your microphone. That adds more thrill to the playthrough. There were times where I was really scared to being caught, and the creature face is not cute per see. I figured out how the puzzles worked but would be good if the games offers a more detailed tutorial. The game had a good storyline, all tasks was linked to a single objective which was defeating the creature. I would like to see this game with more polishing mechanics like smooth movement and more moveset variations. My overview of the game https://youtu.be/zITr8Uurqwc
A Janky Horror Adventure. You are tasked with tasks in a disgusting meat space ship while being hunted by a spider-man-creature who can hear you mic. I feel like the game has a lot of potential and there was some genuinely interesting mechanics and aesthetics but the game does get weighed down by the jank. The mechanic of the monster being able to hear you didn't really seem to affect the gameplay all that much. You can run away from the monster pretty easily and even if you don't get away it just resets you back to the start point with no real repercussions. I can see the potential of the dev and their ideas in strange horror games. This is one of those games where I wish Steam allowed mixed reviews.
Great example of how horror should be done ! The feeling of constantly being on edge mixed with the atmosphere and sound the enrivoment crestes . Being stalked by the evil just adds to it . Im pretty sure I held my breath 95% of the way through
The dev is a Very nice person and the game has a super nice monster with a AI that maybe better than alien isolation
I will say I got this game by the dev BUT I will say how I felt. Its a very common game-play but I've read reviews where some say it doesn't catch the atmosphere of the place or doesn't seem scary I'm not sure how they play it, the only way I enjoy these horror games if i do play it at night by myself and that's because i just get scared easier. Now there are these vases you destroy to get these rocks that can upgrade your Run speed, Crouch speed, and your silent. I thought that was very cool for someone who likes to upgrade things its cool to do, not much horror games do that. This is done by a solo dev which he should be proud, this is a good game, I know the price is 6 dollars but I would have bought the game, I have bought many games that was higher that wasn't that good or the jump scares didn't get me, this got me Because I needed to sneak around. In every game I play I always have a hard time with puzzles and I mean ALWAYS for some reason these puzzles were acutely easier then it looks like. not once it took me hours to solve one, I did the whole game under an hr. If you're looking for a scary but short sci-fi game that you feel like your stuck in space in a way this is the game its not long, its just right and it really depends on the person who would enjoy horror games. I still think it's a nice horror game to pick, and its on sale right now so yea I enjoyed a lot thank you for the dev for letting me play it early and I hope you're proud of this project, excited to see what else you got coming!
Unfortunetly this feels like a half baked horror game. It's got a great idea and what I caught of the story was interesting but it's filled with bugs and the story isn't presented well. The talking points in game shouldn't be during moments where you are being hunted, I'm not reading a convo if there is a ten legged monster after me. Best fix for that is to either stop the hunting so the player can read or have voice actors added so the player can at least listen. One other major problem was the worm enemy, it can go through walls and if you need to go through a vent you need to wait ages for it to despawn before you can progress with the game.
One of the most terrifiying games ive ever played
Got this game from the dev and man it’s very scary. Even the slightest sounds from my mic the monster can hear you.
Dead Exhale is a first-person survival horror game developed and published by ODale Studios that attempts to distinguish itself through a clever and immersive central mechanic. Set within an ancient alien temple filled with hidden dangers and cryptic mysteries, the game blends exploration, puzzle-solving, and stealth-based survival into a tense experience where staying alive depends not only on in-game actions but also on the player's real-world behavior. Its most distinctive feature is a creature that can detect sound through a microphone, transforming ordinary reactions into genuine risks and creating a level of immersion rarely seen in indie horror projects. The game's setting plays a major role in establishing its identity. Rather than relying on familiar haunted houses or abandoned facilities, Dead Exhale places players inside a mysterious extraterrestrial structure that feels both ancient and otherworldly. The temple's dark hallways, strange architecture, and hidden chambers encourage careful exploration while maintaining a constant sense of unease. Every new area raises questions about the origins of the location and the forces lurking within it. This atmosphere of uncertainty becomes one of the game's strongest assets, making exploration feel rewarding while simultaneously keeping players nervous about what may be waiting ahead. What truly separates Dead Exhale from many other horror titles is its microphone-based detection system. The monster stalking the player reacts to noise captured by the microphone, meaning that speaking, gasping, or making unexpected sounds can potentially attract danger. This mechanic creates a unique connection between the player and the game world. Instead of simply pressing buttons to hide or escape, players must remain physically quiet, which naturally heightens tension during frightening encounters. Even experienced horror fans may find themselves becoming more cautious because their own reactions become part of the gameplay experience. The puzzle design adds another layer to the overall formula. Throughout the temple, players encounter various obstacles and mysteries that require observation and problem-solving skills. These sections help break up exploration while maintaining suspense, since solving a puzzle often leaves players vulnerable to the ever-present threat of the creature. The balance between intellectual challenges and survival elements gives the game a steady rhythm, preventing it from becoming a simple walking simulator or a nonstop chase sequence. Each successful solution feels meaningful because it pushes the story forward while increasing the stakes. Storytelling in Dead Exhale relies heavily on discovery rather than direct exposition. The game encourages players to uncover the truth behind the temple, its origins, and the terrifying entity that inhabits it. This approach complements the mysterious atmosphere and rewards curiosity. Rather than presenting all the answers immediately, the narrative unfolds gradually through exploration, environmental details, and the player's progress through increasingly dangerous areas. Fans of subtle storytelling and lore-driven horror will likely appreciate this method of narrative delivery. Visually, the game focuses on mood over spectacle. The environments are designed to support fear and isolation, using darkness, limited visibility, and eerie surroundings to maintain suspense. The first-person perspective enhances immersion, making encounters feel more immediate and personal. While the production values are understandably constrained by its independent development status, the presentation succeeds in creating a convincing horror atmosphere that supports the game's core mechanics. Dead Exhale is not entirely free from shortcomings. Its reliance on microphone functionality may not appeal to everyone, especially players who prefer traditional gameplay systems or those playing in environments where maintaining silence is difficult. Some players may also find that the game's independent nature results in occasional rough edges in presentation or polish. However, these issues do not overshadow the creativity behind its design and the effectiveness of its central concept. Overall, Dead Exhale delivers an engaging horror experience built around a genuinely original idea. By combining alien-themed exploration, environmental puzzles, atmospheric storytelling, and microphone-sensitive survival mechanics, it offers something different from the typical indie horror formula. While it may not possess the refinement of larger-budget horror releases, it compensates with imagination, tension, and memorable moments that emerge naturally from player interaction. For those seeking a horror game that actively involves them beyond the screen, Dead Exhale is a worthwhile and surprisingly immersive experience. Rating: 6/10
Note: Ignore my Steam "play time." I probably only spent somewhere between 1-2 hours actually playing it my first session. The rest was spent paused talking to chat; the majority of my stream somehow turned into an extended yap session. TLDR: very scary, enjoyable and unique indie horror experience. 8/10 As with Mother Hub and Habilis, Seth (ODale Studios) nailed a very distinct and alluring visual style. Idk what premade assets he uses vs. handmade ones, but whatever he does consistently crafts a very unique and personalized style. As a horror game, this one is awesome. It had me physically writhing in my chair and actually craning my neck to try and look around corners and stuff. The sound design kept me CONSTANTLY on edge, looking over my shoulder, and second-guessing myself. It can be hard to distinguish between the ambience and actual monster noises that you NEED to worry about, and the palette of effects is diverse and unsettling enough that it takes a while to start picking up on which noises to dismiss and which ones mean danger. I loved this aspect of it. The monster's "footsteps" in particular were just AWFUL (in the best way!). Hearing the tip-tap of its skittering legs approaching was hair-raising. [I played on Normal mode, so I don't know how much things differ in the two higher difficulties.] It's not TOO hard to avoid the monster, but I can pretty much guarantee you will still die a fair number of times. I liked the progression aspect and the handful of skills you can develop over time--funnily enough, dying can actually be convenient (at least on Normal) because it brings you back to the beginning where you spend your skill points. I also appreciated that it didn't reset any progression when I died. This may remove the stakes and some of the challenge for some (and may differ between difficulties, I'm not sure), but personally I liked it because it allowed me to focus on the horror aspect of the game and enjoy the spooks and ambience. I find the traditional "run from monster while doing tasks or collecting items" format tiring and exhausting when you have to start from scratch upon death. I like feeling like I'm making progress even in death, and I loathe repetition in games. I like a more fluid experience, but then again I'm not a great gamer, lol. Leveling up skills is super simple: collect red gems and spend them on either run speed, crouch speed, or stealth (stealth just reduces your visibility to the monster). The breath mechanic took me a bit to figure out, though it should be pretty apparent to most (I'm not very observant, lol, and splitting my attention streaming doesn't help). Your character will intake a sharp audible breath, and the edges of the screen will darken a bit with some yellow "cracks" as a visual indicator. After a certain amount of seconds of your character holding her breath, she will exhale--loudly--and if you're still in the vicinity of the monster it'll hear it, so you'd better gtfo of dodge as soon as you start or be eviscerated. Microphone functionality is optional; I opted to leave it on for streaming, and it made it quite entertaining to try and "commentate" and talk to chat while whispering. Makes for a very immersive experience, but at the same time I found myself pausing the game a LOT more so I could keep up with chat. It's a tradeoff, but that makes having the option to toggle it quite welcome. I had to figure a few mechanics out over time through trial and error, but I appreciated the very limited tutorials and lack of excessive hand-holding.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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