To see, you must speak. To speak is to be found. A co-op horror in near-total darkness where every sound sends out a wave that lights the level — and calls whatever lives in it. 1–4 players, real voice, microphone required.
TO SEE, YOU MUST SPEAK. TO SPEAK IS TO BE FOUND.
There is no light down there. Every sound sends out a wave that tears the world out of the dark for a second, then lets it go. Your voice is your flashlight. It is also your trail.
EVERYTHING DOWN THERE HEARS YOU
A whisper lights a couple of metres. A scream lights half the floor, and everything hunting down there hears it too. Footsteps, a dropped crate, a slammed door: there is no harmless noise. But noise is also bait. Throw something into the dark and watch what comes for it.
TAKE THE JOB. BRING IT BACK.
Pick a contract, ride the lift down, get the job done before the shift ends. Haul out what you came for, even if it is the last crew, and load it on the truck. Every descent is a new level. The deeper you go, the better the pay and the worse your odds. Whatever you fail to bring back is gone.
TRUST YOUR EARS. NOT YOUR CREW.
Some doors open only when you sing the right note. One creature speaks in your teammate's voice. Another makes you see a monster where your friend is standing, and you will swing first. 1–4 players.
WHAT YOU NEED
A microphone, required: it is not voice chat, it is the core mechanic. Headphones, required: the audio is positional, and speakers will give you away with your own voice.