warming up Quiet Hours…
💡 click the game once so it hears your keyboard
👆 tap the game to start, then use the on-screen controls
warming up Quiet Hours…
💡 click the game once so it hears your keyboard
👆 tap the game to start, then use the on-screen controls
Stealth horror
It cannot see you. It is listening.
A stealth horror game where the monster is deaf to nothing and blind to everything. It never reads your position - it only knows what it has heard, so every step is a decision about how much of yourself to give away: walking is quiet, running is loud, and crouching is slow. Throw a bottle down a corridor and it goes to where the sound was, which is not where you are by the time it arrives. Six rooms of a dark hospital ward, a torch that shows you about three metres of it, and one instrument on the whole screen: a bar that tells you how much noise you are making, right now.
Free to play, no download, no sign-up. Hosted with ❤ by GamerX.
Six rooms, one monster, and a creature that cannot see you at all. It navigates entirely by what it has heard, which turns every movement into a decision about how much noise to make: walking is quiet, running is loud and fast, crouching is quiet and slow. WASD moves, Shift runs, the crouch control creeps, and the mouse looks around. You can pick things up and throw them - a bottle thrown down a corridor sends the monster to where the sound landed, which by the time it gets there is not where you are. The USE control also hides you. If you have lost track of it, the listen control stands you still so you can work out where it is by ear, which is the same information it is using about you.
Quiet Hours is built around one inversion: the monster has no idea where you are. It holds no line to the player, no cone of vision, no cheat - only a memory of the last thing it heard and a route to that place. Almost everything interesting about the game falls out of that single rule. Distraction works because the creature genuinely commits to a sound. Hiding works because there is nothing searching for you visually. And tension comes from the fact that you cannot tell from its behaviour whether it knows anything, because its behaviour looks the same either way. Making darkness frightening in a browser turned out to be less about what you can see than about what the audio mix lets you locate, which is where most of the work went.
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