Separation Is the Horror
The hospital keeps pulling you apart. Fear comes from being alone in the dark while knowing your partner is alone in it too.
In development
Two friends. One hospital. One device between them.
Co-op psychological horror · 2 players · PC
A night-shift nurse and a reporter waiting on her for coffee are still in the building when the lockdown seals it. Fire doors drop. She is deep in patient care; he is stuck in the administrative wing. The only thing crossing the building is a hospital-issued MedLink: a voice call, a shaky video feed, and a floor map that only shows your partner while the line is open.
Visiting Hours is a slow-burn horror game about being separated from the one person who can help you. Every puzzle needs two sets of eyes in two different rooms. Every solution costs you the silence you were hiding behind.
There is nothing supernatural in this hospital. There is something in it that learns, and the first thing it learns is how useful your voices are to each other.
Design pillars
The hospital keeps pulling you apart. Fear comes from being alone in the dark while knowing your partner is alone in it too.
Voice, video and the floor map all run through one hospital-issued device. It is diegetic, limited, and it leaks your voice into the room you are hiding in.
No combat to master. A grab is death, or a few seconds for your partner to reach you. Safety is hiding, movement and someone else's eyes.
The nurse has access and know-how. The reporter has observation and patience. Neither can finish a puzzle alone, and the asymmetry is permanent.
You learn the building as an ordinary workplace before it turns. Every corridor you liked becomes a corridor you have to cross again.
Nothing supernatural. Everything uncanny has a biological or institutional explanation you can uncover, which is precisely what makes it worse.
The device
Proximity static
Interference rises on the line as the infected close in. It tells you they are near. It never tells you where.
The stream
Your partner can watch through your camera. Raising the tablet occupies your hands and narrows what you can see yourself.
The open line
Talking is how you survive and how you are found. The speaker carries into the room, hiding place included.
One bar
You will get exactly one call out of the building. It will be answered. That is not the same as help arriving.
Open a line
Playtest calls, slice footage and the day the store page goes up. Two players get invited at a time, so tell us which side of the fire door you would rather be on.
No store page yet. The dispatch is the first place the slice goes public, alongside anything we can show without ruining it.
Join the dispatchPress enquiriesQuestions