Arte de Hush

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Be quiet. Stay calm. Don't look at it.

HUSH is a 1–8 player co-op survival horror game. A party descends through dark, procedurally-generated levels, searching for items, containing them at activation points, and racing to extract — all while a creature larger than any of you hunts in the dark.

The twist: every player carries their own Panic Meter, and the monster's aggression tracks whoever is most afraid. One terrified teammate escalates the danger for everyone. Meanwhile noise — footsteps, deposits, and your own voices — decides where it goes. Stay calm, stay quiet, and whatever you do, don't stare at it.

The run is infinite. Levels keep coming, bigger and deadlier, until the whole party wipes. Your score is the deepest level you reach.

Why HUSH gets under your skin

Collective stakes — individual panic feeds one group threat. No player is an island. Communication is risk — live proximity voice coordinates the team, but loud voices raise panic and pull the monster toward you. Permanent uncertainty — there is no spawn signal. The monster could already be here. No safe endings — the uncancellable, random 3–10 second extraction window, with the monster fully active, is the most dangerous moment of every level.

The loop

Search the dark for items — flashlight on, move quietly. Deposit them at activation consoles — loud work that makes the monster investigate. All points active → extraction opens. Anyone can start the countdown; nobody can stop it. In the zone at zero, you live. Outside it, you're left behind. Next level: a fresh layout, a bigger map, a faster hunt.

Systems that fight back

A shared panic meter with a dread clock — even a perfectly silent party can't hide forever. A two-driver monster — aggression tracks the most afraid player; navigation follows noise. It stalks, fakes leaving and doubles back, heralds its own frenzy, and telegraphs an attack you can dodge. Live proximity voice that is both your lifeline and a liability — and at its worst, the monster mimics your friend's voice from the dark. High-panic hallucinations — false sights and sounds that never touch the real game state, from a did-that-move? flicker to a friend rendered as the monster. Hiding spots, throwable lures, and operable doors — improvise. Slam a door in its face, throw a can to send it the wrong way, climb into a locker and pray. Level anomalies — blackouts, echoing halls, heavy air, and rarer spectacles bend the rules from level three on.

Two places you don't want to be

The build ships two fully-dressed, procedurally-assembled themes that rotate as you descend, each rolling a fresh layout every level:

The Underground Bunker — a fog-bound concrete warren where the flashlight is your only friend. The Padded Asylum — a sterile institution after dark: padded cells, ward beds, mannequins, and a surgical theatre.

More environments join the rotation as their kits land.

Solo or with up to seven friends

Play alone for a pure nerve test, or bring a full party of eight over Steam friends invites. Every rule is the same — there's just more of you to lose.

Be the Monster

Instead of a scripted killer, one of your friends becomes the thing in the dark and hunts the rest of the party — a seeded rotation makes everyone the monster exactly once per match. Same map, same rules: the survivors' discipline is still the only difficulty setting, it just has a human behind it now.

Wishlist HUSH now and be there for the first descent.

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