DON'T SWITCH hakkında
Stay human. Don't Switch.
Three friends. A haunted mansion. A cheap little "paranormal hunting" company that swears you're in for a night of thrills with zero danger. Nobody really believes it. That's when things start to go wrong.
DON'T SWITCH is a three-player co-op horror game. Each of you plays one character, the nerd, the jock or the goth, and together you must purify the house by chaining exorcisms. The catch: the more you perform, the more the Evil awakens.
How you purify a house
Search around, find the keys, open the doors. Track a hotspot with the detector, mark its seal with the spray can, find the incantation tape matching the symbol, then meet up on the spot. One of you reads the incantation, a spectre bursts out, two flashlights pin it down, the cross sends it to hell. One spectre down. The Evil, meanwhile, climbs a notch.
The Evil awakens
Every exorcism pushes the Awakening of Evil higher. At 100%, nobody gets out. And then there's the Host. You don't fight it. When the Frenzy takes it, it hunts, thirsting for a soul to claim. So you run, you break its line of sight, you hide, and you pray it looks the other way.
Your worst enemy is your friend
If the Host catches you, it doesn't kill you. It possesses you. You still see the scene through your own eyes, but you're no longer in control, and you charge at your friends. The possessed one grabs another? They switch too. Only one way to get a friend back: exorcise them with the cross, just like a spectre. Everyone possessed means game over.
Your plan, your rules
Three tools, one of each: the detector, the spray can, the cross. You pass them around, you set them down, you lose them when their carrier gets possessed. Exorcise cleanly one by one, or prep the whole mansion to trigger everything at once. It's up to you to decide when you truly wake the house. The closer you get to winning, the more it wants your skin.
FEATURES
• 3-player co-op, chaos guaranteed. Each with their own character, nobody survives alone. The fun is in the coordination and the panic.
• One mechanic, a thousand moments. Detect, mark, summon, exorcise: easy to grasp, brutal to survive.
• The Evil awakens. Every exorcism wakes the house a little more. You decide when to tempt fate.
• Your friend can turn on you. Possessed, a player becomes a threat. It's on you to save them before they take you.
• Tools to share. One detector, one spray can, one cross. Communicate or die.
• Cartoon outside, nightmare inside. A stylized haunted mansion, halfway between a laugh and a scream.
Purify the house. Save your friends. Don't let the Evil take you. Stay human. Don't Switch.