The Sounding Dark

The Sounding Dark

About the Game

YOU SEE WITH SOUND. SO DO THEY.

The crypt is absolute darkness. Every step you take rings out as a pulse, a neon
wave that reveals walls, doors, treasure, and everything that hunts you. Sound is your only light, and every light you make is a beacon for the blind things listening in the dark.

THE STORY

The villagers went below, and the dark kept them. You are the only one who walks in,
armed with nothing but your own footsteps and a heartbeat that refuses to stay quiet. Somewhere at the bottom of the crypt waits the Great Resonance. Light every anchor, lead every lost soul out of the dark, and the crypt fills with light for the first time in an age. Fail, and the dark keeps you too.

HUNT BY EAR, SURVIVE BY SILENCE

  • Echolocation is everything. Walking lets you see. Sneaking keeps you silent
    but shows you nothing. Running saves your life and wakes every hunter on the floor.
    Every movement is a trade between sight and safety.

  • Four hunters, four rules. Stalkers chase every sound you make. Screechers sweep the dark with red sonar rings, and getting marked brings the whole floor running. Mimics wear the shape of treasure. Wardens walk fixed patrols, sweeping a gaze you can slip behind.

  • Turn sound into a weapon. Throw a Decoy and let them hunt a lie. Stun the dark
    with a Tuning Fork. Ping ahead in silence before you commit to a doorway.

  • Rescue them all. Every villager you reach joins you and follows your light
    through the dark. Only when every soul is safe does the exit unseal.

  • Permadeath. The dark does not forgive. Eleven handcrafted floors, from your
    first breath to the Great Resonance.

MAKE YOUR OWN DARK

A full level builder inside the game. Paint your own crypt, place the hunters, set the
villagers, then play it or share it as a file with anyone.

PLAY IT YOUR WAY

  • Full controller support for Xbox, PlayStation, and generic pads. Every control is rebindable, on pad and keyboard alike.

  • Accessibility options: rhythm assist, a screen shake toggle, a high contrast reveal
    mode, and separate audio buses.

  • 3D positional audio. Headphones strongly recommended. The game is meant to be heard.

Initial Release