
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Genres
Stats
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
Engagement
Reviews
Themes across 625 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Myself and a group of friends made it to the last floor last night and we all had a blast. None of us can wait for more content! Communication is key! If you are having a hard time stop and rethink and create a plan with your team. THE BOOK TELLS ALL! I recommend this game to anyone who likes this genre or just wanting to have a fun game night with friends that has an actual learning curve to it!
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!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 626 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I cannot recommend this game, and after making it roughly 70% of the way through with friends, I ultimately decided to refund it. The core concept is interesting, but the gameplay became monotonous very quickly. Most encounters followed the same pattern: Round 1: the ghost introduces a new mechanic that is nearly impossible to anticipate or communicate in time without already knowing what the puzzle expects. For example, every player may suddenly need to jump on the count of three, but there is realistically not enough time to explain that through the Ouija board before everyone dies. Round 2: now that you know the solution, you go back in with a simple communication shortcut and the mechanic becomes trivial. The difficulty isn't really solving the challenge or communicating well under pressure. It's often just not knowing what arbitrary instruction the game is about to require. Once that information is revealed, there is frequently very little challenge left. The developer's recent announcement actually reinforced my decision to refund. He argues that dying before understanding what is happening, struggling with the Ouija board, and developing your own communication system are intentional parts of the difficulty. I understand the design intention, but I disagree that this makes the gameplay compelling. There is a difference between difficulty and inaccessibility to the information required to succeed. Dark Souls may punish you for mistakes, but you are still interacting with mechanics you can observe, learn, and improve at. Here, many encounters felt more like failing once because the rules were withheld, then succeeding because you now know the answer. The Ouija concept itself is genuinely cool. Having one dead player communicate with the living is a great premise. But when most of that communication boils down to "hold still," "run," "jump," or "get on the furniture," while everyone else performs extremely repetitive and slow search-and-collect tasks, the novelty wears off. I also found the developer's response to criticism somewhat dismissive. Calling these complaints essentially a "skill issue" overlooks what some players are actually criticizing: not that the game is difficult, but that the way it creates difficulty often isn't satisfying. Finally, the game also feels heavily dependent on pre-made assets, with very little visual or environmental design that felt distinct or cohesive. There is a good idea buried here, especially the dead-player/Ouija communication mechanic, but for our group the execution became repetitive, trial-and-error heavy, and ultimately not enjoyable enough to continue. As a lenient slop enjoyer, hopefully the developer takes this feedback.
Early Access and all that comes with it, but the bones are there of a great multiplayer ghost game. Models and textures all look like stock placeholders right now, and it's got plenty of rough edges, but the voice chat is free of the kind of issues that Dark Hours, Phasmo and others have given my group and it didn't crash once. The tutorial isn't all that clear right now, and the ghost descriptions are wonderfully atmospheric but a little cryptic. The fundamental concept is so sound - I'll definitely be coming back for more once the game has had a few updates. Where else can you send your friends a swear word from beyond the grave?
Great game! it's pretty hard to do, especially when theres like...5 items in a room, but nonetheless its a good game. the only issues we've had so far are with Turn and Revive/Gift. Turn is a little (especially because it moves) and if you're far from the board or cant get there in time 75% of the time its a death sentence. as for gift - it just doesnt make sense and i'm going to ask on the discord about it. OVERALL THOUGH a very enjoyable game!
Need to put in name, spell on board doesnt work.....gg devs
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
This have a very good concept and a high potential but currently, the controls are terrible, it's hard to use the board. Immediately in game we all die. Salute to those players who manage to complete the level in this current development.
The dev just called out bad players in the patch notes 100/10. My friends and I breezed through the first 6 levels but are stuck on level 7 now. The game literally tells you how to play if you can't figure it out after that it ain't the game for you ¯\_(ツ)_/¯
mierdon historico chaval
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $370 | 2 | 0% | $4.99 | |
| $17.3K | 56 | 2% | $7.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $12.6M | 163.4K | 94% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $241.5K | 4.5K | 85% | $2.99 | |
| $241.5K | 916 | 88% | $9.99 | |
| $241.5K | 416 | 78% | $29.99 | |
| $241.5K | 339 | 68% | $19.99 | |
| $241.7K | 509 | 83% | $14.99 | |
| $241.7K | 745 | 91% | $4.79 |