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.