
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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Themes across 627 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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!
game has a really good concept and I really enjoy the idea of someone being dead and having to help eliminate the spirits along with the fact that all the enemies are different and can change. However I do wish the UI was a bit better. The screen is very overwhelming with text and a bit buggy in the main screen when queuing a game where sometimes I was unsure if i was readied up because the popup would not show. I also think the levels should be worked on a bit (I absolutely understand this is an indie game) but the walls and floor all being one color was super disorienting and not in a fun way. I see the vision I just think it needs a bit of work and regardless of these things I love playing so far.
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Hours played at review time, across 628 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还行,算是比较新鲜的玩法,联机玩其实感觉还不赖,但是我要点名粪怪,图七的锚(BACK),这个碰上基本等死了,别的都很好应对。原价你说拉我不挑理,吃折扣了那我只能说游戏其实挺好玩
me and my friends played this for hours and hated that we had to stop to go to bed. between trying to "game plan" between rounds to running into the multitude of problems with said plan, it gives the perfect balance between a good laugh and real tension. for an indie dev and an early release it is GREAT! i can't wait to see where this game goes in it's future, it's definitely a diamond in the rough of the "friend slop" genre.
Is it hard? Yes... It's supposed to be. Do you die from time to time? Yes... You're supposed to. Is it fun? Yes, a lot even. It's not the kind of game you can play for 5 hours straight because it is quite taxing, but 2 hours at once, and that repeatedly, is honestly more than a lot of other games for that price can say. You need to work on your communication skills and improvise, and that's the fun part. You can't just prepare everything and run through like you can with games like Phasmophobia, you need to actually adapt to the current situation. With the right people, it is A LOT of fun, and honestly, I am glad I bought it because it is really refreshing. And the 'Skill Issue' announcement seems to have hurt some people's egos, which is fine, it WAS VERY direct and didn't have any sugarcoating. But he wasn't wrong. You need improvisation, communication, and adaptation skills for this, but the good thing about this is that you can develop these skills easily if you actually want to. And once you have a system and start to take out some of the performance pressure, it's amazing. There was a past review with some good points (Main menu is a bit cluttered for example) but I truly hope there won't be any major changes that would destroy the essence of the game. All in all an amazing game!
Al principio es algo tosco, pero se logra acomodarse, si o si hay que jugar con amigos ya que tienen que inventar codigos para entenderse con los vivos y muertos la primera ronda nos costo mas de 1 hora pero al entenderlo y y crear codigos llegamos sin problema al nivel 7, hay que tener paciencia las primeras hora ya que al principio no me estaba gustado.
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.
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
What can I even say? This game was actually so much. Not only is it genuinely tense because you have to think about what you're doing and communicate with the other people you're playing with, but when you die, you actually get scared, which is amazing. Learning to communicate with your team is the best and funniest part of this game. I cannot say enough good things about this game. If you have the money, please buy this game; it is genuinely so much fun to play! PS to the Dev This game was such a refreshing take on ghost horror with friends. Please keep updating this!
why are my fingers so jank...
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