Eyes front
You see what's in front of you, as far as the trees, rocks and cabins let you. Nobody else sees what you see, so if you spot something, say so. "Over there" is not a direction.
In development
Quiet friends get out. Loud jerks get eaten.
A co-op top-down survival shooter for 1 to 12 players. You see only what your character sees. The dead hunt by sound. Your friends are very loud.
How it plays
You see a narrow slice of the woods. Everything you do makes a sound. The rest comes down to how well you talk to each other, and how badly your friends listen.
Footage below is from an early build. Everything may change except the zombies' appetite.
You see what's in front of you, as far as the trees, rocks and cabins let you. Nobody else sees what you see, so if you spot something, say so. "Over there" is not a direction.
Every step, shot and shattered bottle carries so far, and any zombie within earshot comes looking. Throw a rock to send them somewhere else. Or open fire and bring them all to you.
Go down and you're left crawling and crying for help, which every zombie nearby can hear. A friend has until you bleed out to get you back on your feet. Choose your friends accordingly.
The exit isn't marked. Track down a paper map, wake an old radar station or read the land. Or wander around and hope. We don't recommend it.
Sound is danger
When you make a noise, a ring goes out exactly as far as it carries, and every zombie inside it hears you. A rock barely makes a ripple. A gunshot rings the dinner bell for half the forest.
So do you fight or sneak past? Each is the right call some of the time. Working out which is the game. Getting it wrong is also the game.
Every run is new
Each run is ten to twenty minutes in a forest nobody's seen before. Some of you will make it out. Ideally, more than none.
Every map is built from a seed: forests, rivers, bridges, cabins and clearings. Found a good one? Share the seed. Found a cursed one? Definitely share the seed.
Some woods are quiet. Some are crawling. Zombies only come out where nobody's looked yet, so the flank you cleared stays clear. The flank you didn't is your problem.
Some things out there are bigger. The Screecher gives away its position with a scream that rattles the trees. Once it spots you, it's faster than you can sprint. Luckily, you don't have to outrun it. You just have to outrun your friends.
Every shot empties your pockets and tells the whole forest where you are. Sometimes the bravest thing you can do is walk away quietly.
Always. A downed friend lies low, so you can shoot right over them. Anyone standing is on their own. Your friends will tell you it was an accident.
Whether it's a gap in a fence or an old truck, everyone still breathing has to get there before anyone escapes. The dead are excused.
Co-op
Solo, it's a slow, tense creep through the dark. With friends, you cover each other's blind spots until someone panics and opens fire. Best with two to six players. Up to twelve, if you don't mind the whole forest hearing you.
FAQ
When it's ready. Earshot is still in development, and its Steam page is coming soon. The zombies are already waiting.
Windows, macOS and Linux, through Steam.
Yes. Solo is a full way to play: just you, the dark and the noise you make. Nobody to blame but yourself.
Talking helps, since nobody sees what you see, but use whatever you like: Discord, the same couch or yelling down the hall. Zombies can't hear Discord. Probably.
Yes. It's the fastest way to find out who your real friends are.
Not announced yet. The game is cheap. Keeping your friends alive is the expensive part.
Earshot is coming soon to Steam. Tell your friends, unless a zombie can hear.