The screen is black and something is listening. Every step, every sonar pulse, every pebble paints the walls in neon for a moment, and every blind hunter hears it. Sneak through twenty procedurally generated levels down to the Source of silence. Best played with headphones.
The screen is black, and you are not alone in it. Every footstep, every sonar pulse, every click of a hunter sends out a wave that paints the walls in neon, and then the dark takes them back. Move quietly and you see almost nothing. Make noise and everything down here knows where you are.
Blind things that click in red. They wander, they turn toward every noise, they come to look, and when they are close they chase. Deeper down you meet the sentinel that howls to call the others, the tracker that follows your footprints, the prowler that makes no sound at all and only your sonar reveals, a guardian posted at the exit, and a colossus whose wave sweeps the whole level.
Your sonar reveals everything around you, and every hunter hears it
Sprint to break away, but sprinting is loud
Sneak to go silent, at the price of being nearly blind
Throw a pebble to send them looking somewhere else
Collect the golden shards to unseal the exit, then go one level deeper. Every stratum has its own acoustics and its own ambience: dripping water, wind in the tunnels, buried machinery, an underground river, a dungeon, vast caverns. Near the Source, something enormous seems to breathe far below. The levels are generated fresh every run, and no descent goes the same way twice. Twenty levels down lies the Source of silence. Reach it, or keep going into the endless dark.
Every shard you collect is banked forever. Spend it on Resonances: permanent upgrades to your breath, your reach, your memory of the walls, your quiet steps. Between levels, choose a Relic that lasts until you die, and one of two doors that changes the next level.
Made for headphones: every creature is placed by ear, and sound effects follow the action, not the music
No scripted jumpscares and no gore: the fear comes from what you cannot see
A daily challenge: the same descent for everyone, one attempt
Keyboard and mouse, or a controller
Adaptive procedural music that tightens when they find you
Ten strata down to the Source, each with its own look and music: nine visual themes (Neon, Lidar, Chalk, Cyanotype, Segments, Vector, Lidar 3D, Dungeon, Cave) and eleven music ambiances
English and French
Every texture, every level and all of the music in this game are generated by code.