
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
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.
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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
Genuinely one of the worst games I have ever played. Don't listen to the sobbing game dev who said it's supposed to be like "Dark Souls" It is a soulless waste of time. It is buggy and I am pissed off that I even played it for 30 minutes.
There's no tutorial, trying to understand how to actually play is difficult. I'm sure you could figure out how to play if you spent several hours but even then understanding what to do is not what was expected. I had such high hopes for this but was severely disappointed. I truly hope the game gets to a better point but this should not have left beta.
Terrible asset flip
Jumped into this on a late night whim with some of the gang and had an absolute blast. It looks a little rough around the edges and the jank is there but what it lacks in a few things it makes up for in its own unique way of gameplay, every room puts you into a situation where you must relay to your team as a ghost if you are chosen to be the first ghost and you communicate with a Ouija board. Help your friend navigate rooms find the right items to unlock the ability to perform a seance and exercise some demons. Sound simple until you see how chaotic things get as you try to get friends out of the grasp of the demonic entities. Your friends are gonna die along with you and its a good laugh trying to keep everyone else alive its got a lot of interesting mechanics to keep you busy while rewarding communication and listening skills. Its like if Big walk and Phasmophobia had a baby. Give this game a try with the right group of people and you'll see what a absolute gem this game can be.
-10/10. This game is absolute trash. I bought it for a friend as well and immediately after 40 minutes of gameplay we all refunded our purchases.
Lots of the reviews that are negative are complaining about UI and difficult to play. Myself and 2 other friends were able to get to floor 7 within an hour and a half, and had fun doing it. You will have to die/be the ghost a few times to get the hang of it and come up with methods to shorten the time it takes to spell out something on the board for your teammates. The graphics aren't exactly pretty, but it doesn't take away from the game at all. Solid game, looking forward to running it with a bigger group tomorrow. Sad to see people give up so easily when confronted with a game requiring critical thinking and problem solving. Filters out the weak I guess.
La idea es buena pero es como si una personas discapacitada hubiese querido, torturar a la gente, mecanicas horribles, jugabilidad horrible, fantasmas horribles. Nada recomendado
The controls are terrible; the game is barely playable. I might come back to it after many updates.
### Un concept intéressant, mais une expérience beaucoup trop frustrante Malheureusement, je n’ai absolument pas accroché à *We Are So Dead*. Le principal problème pour moi est la **complexité inutile de la prise en main**. Les touches sont difficiles à mémoriser et le jeu ne fait pas suffisamment comprendre au joueur comment ses mécaniques fonctionnent. On passe davantage de temps à essayer de comprendre les commandes et ce qu’on est censé faire qu’à réellement profiter du gameplay. La **communication via la Ouija est beaucoup trop lente**, ce qui rend les échanges particulièrement frustrants. Les expressions et réactions des morts ou des PNJ sont également très difficiles à interpréter. On comprend l’idée derrière le concept : jouer un mort qui cherche à communiquer avec ses amis encore vivants. Mais dans la pratique, c’est tellement peu intuitif que cela devient rapidement pénible. Le **gameplay général est lui aussi beaucoup trop lent**. Et parlons de la course : elle est tellement lente que j’ai littéralement l’impression d’avoir le temps de prendre un bain, une douche et de revenir avant d’atteindre ma destination. 😅 L’avertissement concernant le monstre est également, à mon sens, beaucoup trop difficile à exploiter correctement. Quand on comprend ce qui se passe, il est souvent déjà trop tard, et la lenteur des déplacements n’arrange absolument rien. Au final, je trouve malheureusement que **le jeu ne vaut pas son prix**, même s’il reste relativement peu cher. Il y a une bonne idée de base, mais beaucoup trop de défauts viennent gâcher l’expérience. J’espère sincèrement que pour améliorer la compréhension des mécaniques, revoir les commandes, accélérer la Ouija, améliorer la communication avec les PNJ/morts et surtout rendre les déplacements et les phases de fuite beaucoup plus réactifs. Pour l’instant, je ne peux malheureusement pas recommander le jeu. **L’idée est intéressante, mais l’exécution est beaucoup trop frustrante.**
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