
Read the room
Peek in from the doorway, throw a rubber ball inside, check your gear. Readings only show to whoever carries the gadget — so talk.
A party game of suspicious rooms and very bad ideas. Inspect the doors, argue with your team, vote — and then somebody has to walk in.
Every level is three doors. Behind each one is a room: some are harmless, some react to something. Nothing tells you which, or to what.

Peek in from the doorway, throw a rubber ball inside, check your gear. Readings only show to whoever carries the gadget — so talk.
Point, wave, accuse, plead. The team votes. Whoever went in first last time — and lived — gets a double vote.

The door opens. Someone has to step inside and reach the far door. Make it, and everyone follows. Don't, and you pick again — one subject lighter.
Frost, a thud, a scorch mark. Never why. Working it out is the game.
Every room is dressed to scare you. The harmless one included.
Some rooms hear the real world. A joke cough from the doorway can be the end of your friend.
Get caught and you're out for the run — but you still get to watch your team argue without you.
Create a room, share the invite link, and everyone joins from the browser. Quick Play drops you in with strangers. Late? You join the team at the next level.
"I'm not going first again."
"The thermometer says… something."
*coughs*
"Why did you cough."
We're starting small and getting every room right. Clear both levels and the last door opens.
Three doors, one of them harmless. Learn to read a room — and your teammates.
Fewer of you, harder choices. Survive it and you escape.
More rooms, more ways to go wrong, proximity voice chat and phone controls. Play now and tell us what killed you.
Grab a few friends, open the link, turn on your mic.
WASD walk · Shift tiptoe · E look · F vote · T chat · V cough · M mic · 1–4 gestures