HEARKEN

HEARKEN

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Screenshots

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Description

A blind co-op horror-comedy for 2-4 players. Sound is your only sight — every whisper, footstep, and shout lights up the dark, and calls the monster that hunts by ear. Sneak, haul cargo, and scream at exactly the wrong moment.

Multi-playerCo-opOnline Co-op

Platforms

Windows

Developer

Alichal

Publisher

Alichal

ActionAdventureIndieAction-AdventureAtmosphericCharacter CustomizationComedyDarkDungeon CrawlerExplorationFirst-PersonHorrorMinimalist

About

YOU CAN'T SEE. YOU CAN HEAR.

That's the whole problem.

HEARKEN drops 2–4 players into a dead, pitch-black facility with one job: haul out the reagent before the shift ends. There's no flashlight. There never was one. The only thing that shows you the room is the noise you just made — and something down here is listening for it too.

Sound is the only light you get

Every footstep, whisper, and dropped crate sends out a pulse that briefly outlines the world around you — walls, doorways, your teammate three rooms over. Whisper and you'll barely see anything. Shout and the whole floor lights up like a flare... for everyone, including whatever's hunting. Consider it a doorbell.

It doesn't have eyes. It doesn't need them.

The thing down here listens, and it's very good at it. Quiet, and it loses you. Loud, and it comes — patrolling, then investigating, then closing in for real. No scripted jump-scares: the noise decides where it goes. That includes you, on comms, forgetting to whisper.

The job

Carry reagent ampoules from the storage racks to the pneumatic tube by the airlock. Run and the glass in your arms rattles — push it, and it shatters, loud enough to bring company. Hit the day's quota and the airlock opens. Miss it and the building doesn't care what you were in the middle of. Or how close you were.

Each day raises the quota. Each day the building rebuilds itself around you, so nobody gets to memorize the floor plan.

Your mic is a weapon and a liability

Proximity voice chat isn't a chat feature here — it's a light source. Talk, and you light up. Scream, and you light up the whole team. The loudest person in the room is always the one in the most danger, which in practice means whoever is currently panicking.

KEY FEATURES

  • Total darkness — no flashlight, no HUD radar. You see only what your own noise reveals.
  • A monster that hunts entirely by sound — it goes wherever the noise sends it.
  • Proximity voice chat that doubles as your light source and your biggest liability.
  • A procedurally rebuilt facility — every day is a new floor plan, and the quota only goes up.
  • Co-op revives, not permadeath — going down just means someone has to come get you, loudly.
  • 2–4 players, best experienced with people you're willing to blame later.