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An abandoned hospital ward that loops back on itself. Every lap, look for what changed. Nothing wrong — keep walking. Something off — turn back. Eight correct calls and you're out; one mistake drops you back at Ward 0. Some anomalies only watch you. Some of them run.
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Match strength key:80+65+50+<50HOSPİTAL8
SteamAbout HOSPİTAL8
The corridor repeats. You have to notice when it doesn't.
You wake up in a hospital bed with a flashlight and one rule to follow. Same flickering fluorescents. Same nurse's poster. Same stretcher pushed against the same wall. You walk this hospital corridor again, and again, and again — and your only job is to catch the moment it stops being the same. Nothing out of place? Walk forward. Something wrong? Turn back. Eight correct calls and you're out of the ward. One wrong call and you start over at Ward 0. Nothing here is trying to kill you on a timer. It is measuring how closely you were paying attention.
More than seventy ways the ward lies to you
Some anomalies are quiet enough to miss: a poster whose eyes have started following you, a wheelchair that wasn't bloody a minute ago. Others don't wait to be noticed. A roar somewhere in the dark, and something is already running. So you learn to survive as well as look: kill the flashlight, crouch, sprint while the stamina lasts, get into a locker or under a bed, crack the door open and watch through the gap while it passes. The thing sleeping in the corridor will not wake up if you go quietly.
Sleep is a resource. So is staying awake.
Your fatigue never stops climbing. Find a bed and sleep, or your body makes the choice for you and you wake up one ward further from the exit. Stay awake long enough and the hospital starts lying to you: whispers behind your shoulder, voices that should not be there, movement at the edge of the frame. None of it is real, and none of it counts as an anomaly. Telling the difference is the whole job.
When the generator dies
Rarely, every door locks and the lights go out. You carry fuel to the generator by flashlight while something hunts you in the dark: it follows noise, opens lockers, and turns when your beam touches it.
Kiki
From Ward 3 on — Ward 4 in Hard mode — a frightened girl is hiding in the kitchen off the first corridor. She calls out to you as you pass the door. Save her or leave her. It is your call, and it changes how this ends. If she comes with you she hides when you hide, tells you what she noticed before you did, and is afraid out loud so you don't have to be. She's still with you at the end — if you brought her that far.
Three ways to run it
All three are unlocked from the first launch. A lap takes a minute or two. How long the ward keeps you depends entirely on how closely you look — and Endless doesn't have an ending to reach. Your best ward in each mode, your escapes and the files you have read are kept between runs.
Turkish voice acting, Turkish and English subtitles
Every spoken line, and the hospital PA system, is voiced in Turkish. The interface and the subtitles are available in both Turkish and English.
What's in the ward
Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.
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