
A co-op seance communications game where one of you died first, and only you can see what's killing the others. Your only voice is a Ouija board your friends keep misreading. Guide them down 9 floors of a haunted house and banish the demon before sunrise. 2-6 players. Brain required.
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About
One of you starts dead. Each game, one player becomes the ghost — able to see the demon, the dangers, and the way out, but unable to be heard by the living. Ghosts can hear the living, and each other (ghosts can hear other players, but cannot be heard by non-ghosts.)
As the ghost, you can see everything — the thing hunting the others, where it's safe, the way out before sunrise. The catch: you can't be heard by the living, you can't touch anything, and your only voice is some flickering lights and a seance board that your friends half-believe is even you.
The Ouija board is one of the only voices of the dead. The ghost moves the planchette to point, answer yes or no, or slowly spell things out — and the living will attempt to question them and read it under pressure.
A different demon every time. Its rules are hidden and change each session. Only the dead find out what they are, when they strike, and where. The ghosts can see the danger before it hits. They must communicate it with the living and help them banish the demon so they can leave the house before sunrise.
Gather the relics, one trip at a time. The ghosts search the house for what the ritual needs, then attempt to communicate it to the living, who will then be carrying each piece back while the ghost steers them around what they can't see and what will kill them. Only the ghost can see what and where the relics are, and only the ghost can see the dangers.
You're a ghost. Do ghost things. The ghosts can flicker lights, open and close doors, go through the living and they'll feel it, and as a last resort: scream, loudly -- and if you're all silent enough, you may just hear it. The seance board is not the only way to communicate, but is the only stable way to get full words across to the living.
Banish the demon by name. Winning means spelling out its true name — readable only to the dead once all the relics are collected, then the living must spell it back — so you can banish the demon and get everyone out before sunrise. For example, you and your friends will be spelling ULALULA on the board like crazy people to win the game (and pray that you read it right from the ghost player in the first place!).
Dying lets you help. Players the demon takes join the dead, adding another voice to the seance, and more help at finding the relics and warning players of the dangers.
Nine floors down. The house is bigger underneath. Banish the demon to unlock the next floor, each further from sunrise than the last, and each one holding something the floor above it didn't. Can you and your friends reach the bottom of the house and beat floor 9?
2-6 players online co-op.
You spell H-E-L-P. They read HELL and cheer. Someone gets dragged into the dark. To survive the night, the living will have to haul the right relics back to the seance board and spell out the demon's true name to banish it — and the dead are the only ones who can read that name.
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Languages: English, French, Italian, Spanish - Spain, Japanese, Korean
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Reviews
Themes across 625 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game starts you with nothing, thus you must devise your own strategy and semiotic system amidst the chaos whilst the game resists you every step of the way. If you are looking for just another mindless horror game to play with your friends, this is not it. It is intentionally imperfect and ambiguous, forcing you and your friends to fill in the gaps as malevolent entities continuously try to murder everyone in your party. Unlike other horror games which challenge you to use their system to decipher which entity is impeding you, this game adds to that experience by challenging you to create that system itself. Because of this, no two playthroughs will be the same. Different groups will come to entirely different systems of understanding and communication, thus making every playthrough a unique experience. The only real bits of criticism I have is that there is no way to manage voice volume for individual players and the trypophobia filter could be a separate texture rather than just plain text.
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Hours played at review time, across 626 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really did not enjoy this. Plays like a mobile game and overly complicated. Even the tutorial. Also, unsure how to join random lobbies.
The epitome test of on-the-fly thinking, communication, and adaptability with a dash of horror. I bought this game on a sale, but I would buy it full price and buy it for friends as well. My trio managed to beat the final floor, and what a great experience it was to figure out how to do it together. 10/10
Amazing game to play with people that don't mind a challenge. I was unsure about it when we started. It looks like garbage and it's kind of janky, but that all fell away as our group made it 7 hours in without pause. It's an incredible game about communication, preparation, and a little bit of luck. All of the negative reviews about it being too hard are from people who don't know how to communicate effectively with limited tools. Sure, the ouija board fights you from time to time, but that's a game mechanic that works well. If you could talk freely, it wouldn't be a game. It would be a list of chores with extra steps. Absolutely recommend if you like problem solving and don't mind that the dogwater visuals only exist to give you a way to interact with an otherwise awesome game.
Game is difficult BUT as one of the recent news drops states, that is the point of the game. The earlier levels are easier and it gets harder with each new stage and new monsters. My friend group loves the game but have run into a couple of genuinely very difficult things: The TURN monster feels like it doesn't give enough time for the dead to say who needs to turn, which direction, and by how much. We've eventually figured something out but it is STILL very difficult. Another monster that was annoyingly difficult is the ANCHOR where you have to trace your steps back. There's little to no way for the dead to say where the person needs to go which leaves it to the person, and I find that many times my path has been blocked off by doors that the dead can interact with. The other thing is in the last part when the living are spelling the demon's name. If for any reason they need to give the board back to the dead, there is no clear way of doing it IF there even is a way to. **Edit: read a response to another review and apparently there is a way and we've just been missing it. Will attempt again soon Otherwise, we genuinely love playing the game!
Need to put in name, spell on board doesnt work.....gg devs
I tried this "horror" game, and honestly, I’ve been more terrified by a low-battery notification. The game spends so much time building “tension” that I started wondering if the real horror was how badly they wanted me to be impressed. The jump scares are about as subtle as someone slamming a trash can lid behind you, and the controls seem to have been designed by a group of raccoons fighting over a keyboard. The ghosts were supposed to be scary, but after getting stuck on the same section long enough, they just became my coworkers. The atmosphere had potential, the ideas were there, and then somehow the whole thing tripped over its own shoelaces and rolled down a staircase. Would I recommend it? Sure—if you enjoy being confused, irritated, and occasionally startled by loud noises. It’s not the worst horror game I’ve ever played, oh wait....just kidding. I’m also not convinced the developers finished playing it before releasing it.
WE ARE SO DEAD approaches cooperative horror with a clever idea that makes being dead almost as important as staying alive. Developed and published by REAL PLAYERS, it is designed around online cooperation for two to eight players, with one participant beginning each session as a ghost. Instead of making that player a passive observer, the game gives the dead information that the living cannot obtain themselves. The ghost can see the demon, recognize dangerous areas, locate important objectives, and understand where the group needs to go, but cannot simply communicate this knowledge through ordinary speech. This creates an unusual imbalance where one side possesses information while the other has the physical ability to act on it. Communication is consequently the centerpiece of the experience. Ghosts can hear living players and other ghosts, but the living cannot hear them. The dead must therefore attract attention through environmental interactions such as flickering lights and other paranormal signals, with the séance board serving as the most dependable method of delivering complete messages. Moving the planchette across letters sounds simple until several frightened players are trying to interpret the message while a supernatural threat is nearby. Misreading a warning can transform useful information into complete nonsense, giving the game a natural comedic quality without undermining its horror atmosphere. The objective structure makes good use of this communication barrier. Living players must explore the haunted environment, collect the appropriate relics, and bring them back to the séance board while relying on guidance from teammates who can perceive dangers they cannot. This creates genuine interdependence. The ghost may know exactly where something important is located but cannot retrieve it, while the living can interact with everything yet lack the supernatural awareness required to navigate safely. Successful groups therefore need patience and an ability to understand each other's increasingly desperate attempts at communication. Banishment provides a particularly fitting conclusion to each encounter. After the required relics have been collected, the demon's true name becomes visible only to the dead. The ghost must communicate that name through the board, after which the living players have to reproduce it correctly to complete the ritual. The mechanic turns what would normally be a straightforward final objective into another test of trust and interpretation. A single incorrectly understood letter can create panic, and the resulting mistakes should produce some of the game's funniest moments precisely because failure still carries consequences. Death is handled especially well within this concept. Players killed during an attempt do not simply sit on the sidelines waiting for everyone else to finish. Instead, they join the supernatural side and can help the existing ghosts search for relics, identify dangers, and warn survivors. This keeps eliminated participants engaged while dynamically changing the balance of a session. More dead teammates can mean additional information for the survivors, but it can also result in several ghosts competing to communicate simultaneously. The mechanic effectively turns failure into another stage of participation rather than conventional elimination. Progression takes the group downward through nine increasingly deep floors of the haunted house. Banishing a demon allows players to move farther into the structure, providing an understandable sense of advancement while maintaining the repeating cycle of investigation, relic collection, communication, and banishment. The procedural qualities of the floors are important for replayability because a multiplayer horror game based heavily on uncertainty would lose much of its effectiveness if every objective and danger could simply be memorized. Different groups should also create substantially different experiences because the central communication mechanic depends heavily on human behavior. Its mixture of psychological horror, survival elements, investigation, exploration, and comedy gives the experience a distinctive social identity. The premise does not depend entirely on elaborate scripted scares. Much of the tension comes from knowing that somebody on the team understands the danger but cannot clearly explain it. Likewise, much of the humor emerges organically when players confidently misunderstand a ghost's warning and suffer the consequences seconds later. This makes it particularly suitable for friends who enjoy cooperative games where conversation and improvisation generate memorable situations. There are potential weaknesses inherent in the concept. Players who dislike communication-heavy multiplayer experiences may find the intentionally restricted information frustrating, while highly coordinated groups could eventually become efficient enough to reduce some of the intended chaos. The effectiveness of repeated sessions will also depend on how well procedural variation and different demons prevent familiarity from replacing fear. Still, the decision to make communication difficulties an actual gameplay system rather than an incidental multiplayer problem gives the experience a recognizable personality. Steam Deck compatibility deserves some caution. The Steam page does not currently provide a clear official Steam Deck compatibility rating, so it should not be described as Verified or Playable without confirmation from Valve. The game's emphasis on online multiplayer and communication also means that a Deck session would need to accommodate those social features comfortably. Players primarily interested in handheld play should therefore check the current Steam Deck compatibility status before relying on it as their main platform. Overall, this is an imaginative cooperative horror concept that understands how entertaining failure can become when friends are involved. Making ghosts useful, forcing the living to trust incomplete supernatural messages, and incorporating the demon's name directly into the final ritual gives the gameplay loop a strong thematic consistency. Its greatest attraction is not merely surviving a haunted house, but attempting to cooperate with teammates who possess exactly the information you need and almost no convenient way to deliver it. For the right group, that combination of fear, confusion, teamwork, and ridiculous misunderstandings has considerable potential for memorable multiplayer sessions. Rating: 7/10
I streamed this with 3 other friends and we had a blast! It's quite a tricky one with a steep learning curve, but a nice change if you want a game where you really need to figure things out and communicate well with each other. We got to floor 5 in 2 hours(ish), and each level adds a layer of complexity to the last. I can imagine with more players this would get chaotic, but that would just add to the fun!
A great game with an interesting concept and execution. It has incredible potential, although at this stage it doesn't feel like a game you'd play with friends in a single evening. The developer is a wonderful person who instantly helped me fix a problem with launching the game, it took literally just a couple of minutes. I recommend buying it.
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