HUSH
Headphones strongly recommended. This game is played with your ears.
You cannot see. Neither can they. But they can hear you.
HUSH drops you into a pitch black maze. No light, no map, no weapon. The only way to see is to make a sound: send out an echo and watch a wave of light roll across the walls, then fade back into the dark.
The problem is that the Listeners are blind too, and they hunt by sound. Every echo you send shows you the maze and tells them exactly where you are.
EVERY NOISE IS A DECISION
- Tap for a small echo, or hold for a big one that shows more and carries further
- Your footsteps make noise. Sneak to stay silent, but you move slowly
- Throw a stone to make a noise somewhere else and pull them away from your path
- Collect the crystals to open the exit. Taking the last one makes the exit scream, and everything in the dark hears it
LEARN TO LISTEN
Wanderers hum. Hunters click, faster when they are chasing. Sentinels pulse slowly and guard a crystal. With headphones on you will know what is near you before you ever see it.
CHAPTERS, EACH WITH A NEW RULE
The Hollow - red Listeners, and the basics
Moss - green Listeners sprint when they hear you
Frost - the floor is ice, and you slide
The Hive - yellow Listeners hear footsteps from twice as far
The Void - echoes fade almost instantly
Levels grow and the dark gets busier. There is a new daily challenge every day, and four optional challenges on every level: no deaths, few echoes, no stones, and a target time. Escape quietly enough and the game calls you a Ghost.
CONTROLS
Move - WASD or arrow keys
Echo - hold Space, release to send (hold longer for a bigger echo)
Sneak - hold Shift
Throw stone - E
Pause - P or Esc
Mute - M
On mobile: drag on the left side to move, with Echo, Stone and Sneak buttons on the right.
| Published | 7 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | surabira |
| Genre | Adventure |
| Tags | 3D, Atmospheric, Dark, Horror, maze, Singleplayer, Stealth |
| AI Disclosure | AI Assisted, Code |







Comments
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A little gameplay, a little critique ;)
I like the idea and design
I got caught in long corridors a lot. Either a hunter or two listeners from both sides. If I echo to see them they will hear me too and head my way. If I'm lucky I can hide, but then there is no way of telling where the enemies are. If you echo again all the enemies will return to you. Headphones (with spacial sound) provide little help.
I can hear the footsteps when they are close, but when the path forward is practicly a long bending corridor with some places to hide it is cruicial to know on which side of the path the emenies are
I agree with moth and I also think centering the light while it moves is an essential fix :)