01 / Pick your kind of panicLone player: start immediately with solo puzzles and timed doors. Two players · same computer: share a keyboard or use two gamepads. Neither needs a room. Two players · online: connect separate phones or computers with a private room and passcode. Both co-op options let you choose an ankle chain or move separately with faster ghosts.
02 / Bells, rescues & second chancesQ / L throws a distraction bell in the direction you face. There is one bell for the whole party per chapter. It distracts the ghost for just over a second, then the ghost hunts 35% faster for the rest of the chapter, even after a checkpoint retry. Hold E / Right Shift to sneak, pull a swimmer or free a captured partner nearby. You have 20 seconds to reach them. In chained co-op, walking away tightens the ankle chain and drags your partner along automatically. Holding action cannot anchor them. Watch the ledges: you can pull each other into the water. Rescued players get a brief shield.
03 / Learn what hunts youThe Drowned follows water splashes, including your jumps until you reach dry floor. Its crawl is faster than your run. The Bellkeeper hears footsteps and investigates beneath your platform. Every dry platform protects you. Hold action to sneak before entering the water. The Jaw marks splash trails before charging. Reach a dry platform to end the danger. Touching the Nursery Wraith makes it cry. The cry calls the big ghost to that spot. Stay on dry boards while it searches. Green sanctuaries are safe. In the sunken archive and midnight heart, creeping darkness advances behind you after a head start. Puzzle sanctuaries hold it back — keep moving between rooms.
04 / A different puzzle in every chapterThe foyer uses a rune sequence. The gallery has portraits that flip their neighbours. The kitchen has weighted scales. The archive has books to sort. The chapel needs a timed bell reply. The final passage has pressure valves to hold. Read each room’s clue. Later sanctuaries let you regroup and save.
05 / The floor is still tryingOpen Map to plan a route through either side wing. Pause contains outfits, recording and settings. Outer iron fences block movement; touching them does not end your run, but the ghost can catch you there. In the foyer, archive and garden passage, someone must splash inside the brass ring to open the flood release. Jump from the water toward the green landing immediately. On other gaps, run to the platform edge, then jump. Spikes flash amber before rising; wait at the rim or jump clear. Jump over the swinging blade. Rotten wood collapses quickly. Mirrors punish movement when their eyes open; alarm tiles call the ghost unless you sneak. Steam and falling chandeliers mark their strike zones. Jump the rotating clock arm. Steer against cursed currents. Each chapter uses a different mix. Solve the preceding puzzle, then hold the brass door pad while your partner crosses to violet. Solo: you get 5 seconds to cross.
06 / Make the guest your ownOutfits are cosmetic. Each personality gives one small bonus, shown in the wardrobe. Progress saves in this browser at sanctuaries and puzzles. Save & leave resumes safely at your latest checkpoint. Record makes a downloadable clip of the 3D view, up to 3 minutes, without microphone audio.
P1: WASD / Space / E action / Q lure · P2: Arrows / Enter / Right Shift action / L lure
Gamepads: stick / A jump / X action / B lure · Esc pause · R retry
Online: create a private room, share the code and passcode, and play on separate computers or phones. Both guests use P1 controls on their own device. Switching apps pauses the room. After reloading, choose Two players · online, then Resume online room. Rooms keep progress for up to 2 idle hours (24 hours total). Solo and same-computer saves stay on this browser.