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Crypthouse
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In development

Visiting Hours

Two friends. One hospital. One device between them.

Co-op psychological horror · 2 players · PC

Nobody is coming to get you out.

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

How Visiting Hours plays

Design pillars

  • 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.

  • The MedLink

    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.

  • You Are Prey

    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.

  • Two Roles, Never Equal

    The nurse has access and know-how. The reporter has observation and patience. Neither can finish a puzzle alone, and the asymmetry is permanent.

  • Familiar First, Hostile Second

    You learn the building as an ordinary workplace before it turns. Every corridor you liked becomes a corridor you have to cross again.

  • Grounded and Visceral

    Nothing supernatural. Everything uncanny has a biological or institutional explanation you can uncover, which is precisely what makes it worse.

The device

Everything runs through the MedLink

  • 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

Get on the ward list

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.

Fact sheet

Genre
Co-op psychological survival horror
Players
Two, online co-op (required)
Perspective
First person
Engine
Unreal Engine 5
Platform
PC
Status
Vertical slice in production

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 enquiries

Questions

Before you ask

Frequently asked questions

  • No. It is built for exactly two players online. The whole design assumes there is someone on the other end of the line.