
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, Spanish - Spain, Japanese, Korean
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Reviews
Themes across 623 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Forget it. The game itself is fun until you reach the Witness demon and then its purely RNG. If its not, it feels like it. You need to face away from the demon but somehow staring into a corner doesnt do it. Apparently, the ghost player has 5 seconds to be able to write a direction for the players to turn into. Dont buy until the developer either removes the ♥♥♥♥♥♥♥ demon or actually provides some explanation about how to deal with this bs.
This game isn't bad but it needs some strong work to the control of the planchette as well as to the explanation of rules and mechanics. All this as well as maybe a warning for for those with photogenic seizures and a warning for certain fears namely trypophobia and Thalassaphobia being two me and my friends witnessed while streaming.
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Hours played at review time, across 624 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
GOVNO EBANNOE
Made me realise how bad me and my friends social and communication skills are XD The game Has potentional But it needs some changes I sujest: Some more real like maps like a talll building with many floors. Personally dont like the maze type map i prefer more houses and building type maps. Ouija board to have slightly easier movement (not asking for super easy) Little less writing on the screen as it covers too much and little overwhelming. The ghost to hunt a little less quick/slightly less frequent. the people that are a ghost to get a sound notification that there is a hunt. Me and my friends struggled for about an hour till we started getting better communication ideas. You could have difficulty levels to choose from with easy being a little easier to move ouija board and less frequent hunting? As I said good potentional but needs lots of work. Good luck to the developer! :)
This game has an interesting concept, but poor execution. Though this game may be fun for some people, the map generation and design is subpar and very one dimensional--copy and paste of one texture. IN ADDITION, the ouija board IS IN FACT BUGGY--so it is not a skill issue, developer! Most of the time the letters do not even line up with where you guide planchette (I have no problem with it not gliding easily, but the planchette displaying completely different LETTERS is a problem)! I was not going to write this review, but I just felt so encouraged after reading your last announcement! (p.s. if you want people to enjoy the game, I recommend taking accountability rather than disrespecting YOUR player base)!
Was looking forward to playing this game with a few friends of mine. Only some of us actually loaded into the game. We couldn't really understand how to play it. The Dev has just been a ♥♥♥♥ the whole time. Dark souls is hard but it explains the game mechanics and it's a functional game.
Not mentioning AI use in the description is crazy considering the massive amounts of generated text thats basically the entire UI. The concept is fun but executed so poorly it feels like you are playing a game a first year in game development would make... The map layouts are I think procedural which is a plus, but the rooms make no sense. Every room is just a square space with a bunch of (free?) assets thrown together and upscaled. It doesn't look like the screenshots in the steam store at all which is incredibly misleading, basically only the pictures of the black hexagon room are correct. Every floor the gameplay loop is literally the same. One dies, spell word, go room, grab object, put on table. Do that x times, then spell name, player spell name, done. No animations, nothing, just more text on your screen. The only thing thats different is the hunting mechanic, which is fun to try and communicate the first time but it never works. Then you all die and can just talk to eachother and make codewords for each hunt and the floor is suddenly way too easy. The hunts also dont really feel like hunts but more like simon says. Because the monster is invisible and there is no real audio or whatever, there is no tension and it's not scary at all. Sometimes you just die out of nowhere and then you're like "ok, what?". Then as a ghost you can finally see the monster and it looks like a cursed backrooms entity XD. All in all, I think the core concept of the dead helping the living is fun, but the way the games executed it right now is very poor. At the start of the game you are greeted with walls of AI text which is very distracting. The rooms are just a bunch of assets thrown together which make no sense and feel out of place. They also don't look like the steam pictures. Additionally the gameplay loop gets very repetitive and too easy on the second try. I think a huge step up for this game would be to make the ritual an actual ritual. Not just "grab food pot and camera and put on table". That doesnt make any sense. The players could for example need candles, ink/blood, incenses with specific smell, ritual daggers, salt, puppets, bones, ashes you name it but make it make sense. Itd be scattered throughout the map and the ghost tells the players what they need and how many. Then the investigators have a journal book with specific ritual symbols and set ups and the ghost has to communicate which one they need to lay out to banish the ghost. Then to banish, you could just use the name thing again and then add a cool animation and effects while its happening.
Trash. Don't waste your money. Poorly made and not fun.
I just want to be completely honest here. I know this game is in early access, and is still being worked on, clearly, but I don't usually take the time to review games. With this feedback, I can say the tutorial was added before I played with my friends, but I had to figure it out on the spot, because we were rushing, though I got the concept of the game and mechanics quickly. It was unclear how to even figure out which one was hunting. We didn't figure out till a little later how we would communicate, and to make it easier on us we didn't even use the Ouija board. the lights around the map were enough to actually communicate. When we used the Ouija board was the only problem, besides the ghosts getting me without any time to react, It was janky and the ouija board wasn't used correctly. The letters were meant to be in the circle of the planchette to spell out things, because that's how they are actually used irl. The fact that you have use top of the planchette to even point out the letters and that it only moves quicker if your mouse is on the other side of the screen is not good for the communication aspect. You will have better communication with the lights rather than the Ouija board. The monsters could have been better to understand as well, the fact that we have to find out that the mood for the monster is how we are supposed to react to it is ridiculous in itself. I give the game 6/10, because of the fact that it is still early access. If this was fully released, this would be a much different review. I do need to mention though, I looked through the reviews, good and bad, and the fact that the developer is generally saying people have skill issues is beyond me in some of the negative reviews, and they need to work on themselves as well. This is only my first review of a game ever, but I feel like I need to make it. Don't buy the game until it is in a better state. This may be harsh feedback in some way, but it is purely for a possible positive future for the game. Thank you for taking the time to read what I've had to say.
I really want to like this game. I don't mind an assetflip, as long as the gameplay and movement are good. We all gotta start somewhere and not everyone knows how to model/do other artistic stuff. That said; I cant recommend the game in its current state. The movement feels bad. It feels flabby/spongy. Running as a human feels very floaty and spongy too. Some of the accessibilty of the menu is rather low due to the low contrast between writing and background, the font itself is also hard to read. Turning off the FOV change when sprinting does nothing, it still changes your FOV when sprinting. + The camera movement is wonky enough for me to get nauseous. The oujiaboard planchette movement feels kinda jerky while also slippery. I would love to also be able to draw on the notepad and walls. As the game already puts focus on ghostly activities by opening doors and flickering lights. Also a demon that is able to also scribble on walls would be a fun addition. Crossing out other ghosts marking n all that.
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