
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
While I do think this game had potential, it needs some work. A few players had their games crash a bunch, some of the mechanics were janky such as the board not working properly, the monsters were mediocre at best. I was going to stick around and see how it improves, but after the dev's update and comments to other reviews, no thanks. Doesn't seem like they are interested in making improvements because in their mind, they've created the perfect game already. Comparing your game to Dark Souls is absolutely egotistical and absurd. Then blaming any negative comments on "skill issues" instead of taking constructive feedback -and making an entire update post about it- shows you have no room in your brain to actually comprehend that people are trying to help you make the game a success. Maybe making video games is just not for you, as this seems to be a skill issue on your end.
This game has the POTENTIAL to be good. As of its current standings I do not believe this game to be worth the money you pay to play it. 1. The Ouija board controls are HORRIFIC, they are beyond difficult the mouse doesn't line up with the actual piece on the board that you move around, its hyper sensitive and flips 360* at any moment/movement and half the time it takes ages to get out a word because of how slow you have to be with the board to even get a 5 letter word out. 2. the instructions for this game are two things. A. they are incredibly lengthy and load you with information all at once which makes it really hard to digest and get a feel for the game, the tutorial level is helpful and don't get me wrong, all the information provided is indeed helpful to learn the game. Its just that the way it comes across to the player is hard to navigate and decipher to effectively learn. B. the font oh my lord, please ditch this terrible font that you put all across the screen as its hideous and very hard to read. Looking at my review you might say "oh only two things wrong that's pretty good" well you'd be a little mistaken, as these two things are hyper important to how you learn the game, and interact with the main gameplay loop. These as I would imagine, should/could be easy fixes and wont need much adjusting. If these two things were updated I would easily consider playing again.
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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
So I was reading through the reviews on the game, and was expecting this game to be either terrible or a hidden gem. From what I have seen from my time playing, it's not as hard as a lot of people are making it out to be. Me and my friends were goofing around alot but were still able to beat the game in about 2.5 hours. I thought that the gameplay was overall very good, I liked how the dead was able to communicate with the living and I thought that all of the ghosts were fun. Also the enhancement in difficulty throughout the floors was very enjoyable. For example, in the later stages where the ghost has to help the living find their way to the rooms and not just tell them what to grab from what room. However, there are a few things that did bother me. For example I saw a review that I agreed with saying that they wished the planchette used the whole rather then the tip of it. There are also some ghosts we just never saw like the one where you had to scream, maybe have like a karma system for ghosts that aren't showing up? I also don't know how I feel about the maps at the moment, with all the names of the room and some of the preview images I was kinda hoping for a giant house or something, maybe even different or larger houses on each floor but it just ended up being a big maze. Also some of the items will have the same names despite being different objects, for example a cap and a set of keys, I know that they look different but in the later stages when the ghost is almost always communicating it's a lot harder to quickly go back and forth to tell. (To be clear all these "complaints" are with the knowledge that it is in early access and I'm only putting so many because I enjoyed the game so much and I see the huge potential.) Leading to my next topic, there are a few suggestions I have (Please feel free to ignore these because the game is great without them). I kinda wish there was a better way for the dead to get around, like a sprint or some kind of teleport, because in the later floors the dead (at least if there is just 1) ends up having to run around a LOT. Also after floor 9 the replayability of it falls off quite a bit, I wish there was almost an infinite mode, where it would start from level 1 and keep going past floor 9 with a scaling difficulty. I think it would also be interesting if there were another mode or some kind of way to add a point system for a modified difficulty for some boons, like a spirit box with a battery. But overall this is one of the most promising games I have ever seen and I can't wait to see where this goes!
I was going to leave a good review of this game but after seeing how the dev treats people leaving suggestions I cant in good conscience leave one here.
Well, that was a shame. Of course one always looks at a game differently when in early access, so I kept my demands low and joined in with three friends. The font was difficult to read, ingame the text right in the middle of the screen, before the game starts, is hard to read due to the background of the game lobby, and it was overstimulating to decipher what written information on the hub was just too much. Communication was difficult with the ouija board, the movement was wonky and it's unclear when which ghost hunts. I couldn't care less if the dev considers this a skill issue - the game is NOT a game where "skill issue" should be their preferred reply to an early access game. This game is not built to be a skill-based game, it doesn't even offer the required gameplay freedom for that. A dev who can't take constructive criticism and rather refers to "Streamers beating the game so quickly" does NOT want to better their game. Which is a shame as the game concept is great in itself and could be something really cool and replayable. However I lost the desire to support a headbutting dev with a bruised ego.
Game is mediocre and the dev is lame.
一坨屎
fun game, we managed to complete all 9 lvls with friends as 5-6 group (it took us 6 hours). And we enjoyed it but sadly there are no more lvls. I would say that the 7lvl was hardest and from 8 to 9 were much easier cause of 'write word' demon that gave us too many time to loot items. Sadly "scream" demon were only in the end. I would w8 for more content and hope there would be woman alive characters for personalization. Also I want to make the game harder. I once got bug when i was dropped from the map
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.
Fun idea. The core mechanic of needing to communicate through the board is cool and can be pretty funny. Unfortunately, the level design is INCREDIBLY lazy. The screenshots on the store page don't accurately depict what the level is like. Its literally like one wood texture for the floors, walls, and ceiling. The sliding "doors" even share the same texture. Light sources are just slapped on the ceiling with no 3D model, just light coming from nothing. All the rooms look the same. The only way you know the "kitchen" is the kitchen is because theres floating text to tell you. The only difference between each room is what items are scattered on the floor. Also the game loop is very repetitive and boring after you learn how it works. The fun part was trying to figure out wtf to do, but after that its just kinda nothingburger game.
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