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.
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Match strength key:80+65+50+<50HEARKEN
SteamAbout HEARKEN
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.
It doesn't see you either
The thing down here is completely blind too. It just 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, no scripted anything: it goes toward whatever was loudest, last. 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.
Each day raises the quota. Each day the building rebuilds itself around you. 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

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