Store data
- UK price
- £5.29
- US price
- Awaiting regional check
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 4 November 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
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| November 2026 | 0 | — | — | 0 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
HUSH is a 1–8 player co-op survival horror game. A party descends through dark, procedurally-generated levels, searching for items, containing them at activation points, and racing to extract — all while a creature larger than any of you hunts in the dark.
The twist: every player carries their own Panic Meter , and the monster's aggression tracks whoever is most afraid. One terrified teammate escalates the danger for everyone. Meanwhile noise — footsteps, deposits, and your own voices — decides where it goes. Stay calm, stay quiet, and whatever you do, don't stare at it.
The run is infinite . Levels keep coming, bigger and deadlier, until the whole party wipes. Your score is the deepest level you reach.
Collective stakes — individual panic feeds one group threat. No player is an island.
Communication is risk — live proximity voice coordinates the team, but loud voices raise panic and pull the monster toward you.
Permanent uncertainty — there is no spawn signal. The monster could already be here.
No safe endings — the uncancellable, random 3–10 second extraction window, with the monster fully active, is the most dangerous moment of every level.
Search the dark for items — flashlight on, move quietly.
Deposit them at activation consoles — loud work that makes the monster investigate.
All points active → extraction opens. Anyone can start the countdown; nobody can stop it.
In the zone at zero, you live. Outside it, you're left behind.
Next level: a fresh layout, a bigger map, a faster hunt.
A shared panic meter with a dread clock — even a perfectly silent party can't hide forever.
A two-driver monster — aggression tracks the most afraid player; navigation follows noise. It stalks, fakes leaving and doubles back, heralds its own frenzy, and telegraphs an attack you can dodge.
Live proximity voice that is both your lifeline and a liability — and at its worst, the monster mimics your friend's voice from the dark.
High-panic hallucinations — false sights and sounds that never touch the real game state, from a did-that-move? flicker to a friend rendered as the monster.
Hiding spots, throwable lures, and operable doors — improvise. Slam a door in its face, throw a can to send it the wrong way, climb into a locker and pray.
Level anomalies — blackouts, echoing halls, heavy air, and rarer spectacles bend the rules from level three on.
The build ships two fully-dressed, procedurally-assembled themes that rotate as you descend, each rolling a fresh layout every level:
The Underground Bunker — a fog-bound concrete warren where the flashlight is your only friend.
The Padded Asylum — a sterile institution after dark: padded cells, ward beds, mannequins, and a surgical theatre.
More environments join the rotation as their kits land.
Play alone for a pure nerve test, or bring a full party of eight over Steam friends invites. Every rule is the same — there's just more of you to lose.
Instead of a scripted killer, one of your friends becomes the thing in the dark and hunts the rest of the party — a seeded rotation makes everyone the monster exactly once per match. Same map, same rules: the survivors' discipline is still the only difficulty setting, it just has a human behind it now.
Wishlist HUSH now and be there for the first descent.
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.