Info about DON'T SCREAM TOGETHER:

Official game description:
DON’T SCREAM TOGETHER is a cozy, 4-player online co-op jumpscare horror simulator about friendship and togetherness. Think of it as a fun haunted house experience with friends… except you’re in a huge pitch-black forest that might be cursed and may contain serial killers, paranormal activity, or wild animals. Or maybe... it’s fine?  
It's incredibly simple. Just make it to 08:00 AM and escape the forest together. But stay quiet; a single scream or loud voice can restart the game for everyone, or bring the screamer back as the hunter. Easy. Totally easy.
**FEATURES**
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*   Use Proximity Chat to whisper, panic, and argue in real-time; only nearby players can hear you
*   Choose between two modes: scream and restart, or scream and return as the hunter
*   Explore the forest and discover hidden locations, symbols, relics, and secrets
*   Find batteries to power your camcorder and keep it running
*   Dynamic scares make every playthrough feel new
*   Time only moves when you do; keep moving
**MAYBE FEATURES**
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*   Microphone may flag coughs, sneezes, burps, and farts as a scream
*   A beautiful, relaxing walk in the forest (may contain traps)
*   Some jump scares might be... real?
*   Voice chat may become ASMR
MICROPHONE REQUIRED TO PLAY!

Release date: Dec 3, 2025

Categories: Cooperative Multiplayer, Atmospheric Horror, Exploration, Survival, Asymmetrical Multiplayer, Collectibles, Stealth Gameplay, Microphone-based Gameplay


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly fun, especially with friends. (weight 0.99): Players overwhelmingly describe the game as incredibly fun and entertaining, frequently highlighting that the experience is significantly enhanced when playing with friends or a full squad. They praise its potential, immersive qualities, and general enjoyment, often noting it as excellent value.
- Intense scares and immersive atmosphere. (weight 0.55): The game excels at creating a genuinely scary and creepy atmosphere, amplified by well-timed, imaginative jumpscares and strong sound design. Environmental details contribute to a feeling of dread and immersion, delivering a high-quality horror experience.
- Effective, customizable mic mechanic. (weight 0.38): The unique "Don't Scream" microphone system is a defining feature, proving effective once calibrated. While initial setup may require minor manual adjustment, it typically resolves easily, leading to smooth gameplay and sometimes humorous accidental detections.
- Dedicated developers, strong potential. (weight 0.13): Players express high confidence in the developers, noting their dedication, responsiveness, and clear vision for the game. There is strong anticipation for future updates, reinforcing the belief in the game's long-term potential and growth.
- Rewarding exploration and variety. (weight 0.11): The game features a substantial map with many areas to explore, offering new surprises and keeping gameplay fresh. Its unpredictable situations and diverse ways to play contribute to good replayability and prevent the experience from becoming stale over time.
- Affordable and great value. (weight 0.09): The game is consistently praised for its low price, with reviewers highlighting that it offers significant fun and compelling moments for a minimal investment. Many consider it a worthwhile purchase and excellent value for money.
- Fun, interactive death states. (weight 0.06): The game innovates with unique death mechanics, allowing deceased players to continue engaging by hunting teammates. This adds a fun and interactive layer, ensuring players aren't left spectating and can still contribute to the game.

Common complaints:
- Finicky Microphone System (weight 0.69): Players consistently report significant issues with microphone calibration, sensitivity, and in-game proximity chat. This often leads to frustration, extended setup times, accidental deaths due to unintended noise detection, and an inability to communicate effectively, which is critical for a game relying heavily on audio mechanics.
- Unengaging & Not Scary (weight 0.6): Many players found the game underwhelming, not scary, and quickly boring, with some comparing it to a 'walking simulator.' Jumpscares were frequently described as cheap, gimmicky, or scarce, and the overall gameplay loop lacked clear objectives or a consistent sense of danger, failing to deliver on its horror premise.
- Significant Bugs & Performance Issues (weight 0.33): The game suffers from numerous bugs, ranging from frequent crashes and disconnections to players getting stuck in persistent death loops. Optimization is poor, leading to lag, stuttering, and difficulty running the game smoothly on various PCs, further compounded by display issues like a lack of widescreen support.
- Confusing Mechanics & Poor Controls (weight 0.21): Specific gameplay elements, such as the post-death 'hunter' mode, are often unclear and unrewarding, leading to player confusion. Reviewers also noted frustratingly slow camera movement, unintuitive controls, and a 'cursed mode' that is not intuitive and involves excessive, boring walking segments.
- Lack of Public Matchmaking (weight 0.06): The absence of a public matchmaking system significantly limits multiplayer options, making it difficult for players without an existing group of friends to experience the game with others. This design choice reduces replayability and accessibility for many solo players looking to engage in a social horror experience.

Gameplay feedback:
- Linear collectible-focused gameplay (weight 0.14): The primary gameplay loop involves navigating a forest, collecting various items like cassettes and other collectibles, and surviving until a specific time, with battery refills often located near collectibles. Achieving the true ending requires gathering all items, otherwise players encounter a 'false ending,' with the experience punctuated by jump scares and enemy chases rather than combat or puzzles. This core structure is noted to be consistent with the original game.
- Limited enemy variety and challenge (weight 0.09): Players express a desire for more diverse and dynamic threats within the game, beyond existing enemies like bears and hunters. While current enemies contribute to the difficulty, feedback suggests a wish for more persistent challenges or opportunities for environmental interaction, such as exploring buildings, to enhance the overall horror experience and combat desensitization to scares.
- Detailed Hunter mode mechanics (weight 0.08): The game features a 'cursed mode' where players who die can respawn as hunters, introducing a unique dynamic to co-op play. Hunters are generally visible to survivors as red dots, though this can be mitigated by interacting with totems, while survivors see a green fog as a proximity indicator for hunters. There is a suggestion for improving hunter mobility to enhance this mode.
- Flexible play and accessibility options (weight 0.07): The game offers flexibility in how it can be played, supporting both solo and co-op experiences. It also includes various accessibility settings, allowing players to enable options like 3D dizziness reduction or generally lower the horror and difficulty, catering to a wider range of player preferences.
- Initial trial-and-error learning (weight 0.05): Players typically require a few playthroughs to fully grasp the game's mechanics and progression, indicating a learning curve that often involves trial and error. Additionally, a specific bug was reported in 'cursed run' mode where tutorials might need to be disabled during the first playthrough to prevent players from getting stuck.
- Critical controller invincibility bug (weight 0.02): A severe bug exists where holding down a controller button, such as the zoom function, can prevent the player character from dying. This exploit allows players to bypass the game's core death mechanics, significantly impacting the intended challenge and balance of the gameplay experience.

Performance notes:
- Smooth performance, no bugs (weight 0.05): The player reported a stable and bug-free experience, achieving high frame rates (120fps) without the need for frame interpolation and encountering no microphone issues. This indicates good optimization and reliability on their specific system.

Recommendations:
- Divided player recommendations. (weight 0.57): The game receives highly mixed reviews. Many players strongly recommend it for its fun and horror potential, especially when played with friends. However, a significant portion cannot recommend it in its current state due to technical issues, lack of content, unfulfilled horror expectations, or the need for specific equipment.
- Promising future potential. (weight 0.46): Many players express optimism about the game's future, believing it has the potential to become a leading multiplayer horror title. They encourage developers to continue updating and refining the game, showing support for the indie development team.
- Mic setup is crucial. (weight 0.45): A common point of feedback highlights the importance of proper microphone calibration. Some negative reviews stem from players having difficulty with mic settings, but the community suggests these issues are easily resolvable and essential for the intended horror experience.
- Best with 3-4 players. (weight 0.42): The game is specifically recommended for groups of 3 to 4 players to maximize enjoyment. This highlights its strength as a cooperative experience, particularly when played with friends in a suitable atmosphere.
- Review flashlight mechanic. (weight 0.02): There is specific feedback suggesting improvements to the flashlight mechanic. Players desire the ability to turn off the flashlight without battery drain or to remove the battery mechanic entirely, implying it can hinder gameplay enjoyment.

Other player notes:
- Future potential, need for fixes (weight 0.3): Players express patience and excitement for the game's future, acknowledging its recent release and expecting future updates to address initial bugs, particularly regarding microphone settings, and to introduce new content. There is a strong sentiment against premature negative reviews or 'review bombing,' with many emphasizing the game's underlying potential and the developers' perceived passion.
- Urgent voice chat fixes needed (weight 0.24): A significant and frequently reported issue concerns the in-game microphone settings and voice chat functionality. Many players are forced to use external communication platforms like Discord due to these problems. Fixing this is viewed as crucial for the game's core cooperative experience.
- Expand content and game modes (weight 0.24): Players are highly engaged and eager for more diverse content to enhance replayability and longevity. Specific suggestions include adding new maps, different monster types, and creative game modes like 'Prop Hunt' or 'Manhunt,' alongside options to customize difficulty or game pace.
- Add public lobbies/matchmaking (weight 0.07): The current game heavily relies on players having an existing group of friends. There is a clear demand for public lobbies or a matchmaking system to allow players to easily connect with strangers, which would significantly broaden the game's multiplayer audience and cooperative potential.
- Adjust scream detection leniency (weight 0.03): Feedback suggests the core scream mechanic might be overly sensitive, leading to perceived unfair deaths from minor noises like coughing or talking. Players propose implementing features such as a 'scream health bar' or sound level warnings for a more forgiving and balanced gameplay experience.
- Mixed individual reception (weight 0.02): Based on very limited feedback, one reviewer provided a 4/10 rating, noting a 'slight horror index and medium difficulty.' This reflects a personal, somewhat lukewarm take on the game's current genre execution and difficulty from an individual perspective.

Emotions:
- Satisfaction (weight 0.24): Players experienced satisfaction due to the game's overall quality, value for money, and enjoyable gameplay, especially when playing with friends. Positive experiences were also linked to effective horror elements like atmosphere and scares, as well as the successful resolution or ease of the unique microphone setup. Developer responsiveness and the game's potential further contributed to this positive sentiment.
- Frustration (weight 0.18): Frustration primarily stemmed from pervasive and critical microphone issues, including overly sensitive detection, difficult calibration, and malfunctions that rendered the game unplayable or led to unfair deaths. Players also reported significant frustration due to various game-breaking bugs, poor design choices like cheap jumpscares or inconsistent death mechanics, and overall instability that hindered gameplay.
- Disappointment (weight 0.16): Disappointment arose from the game's failure to deliver on expectations, specifically regarding its horror elements, which were often perceived as repetitive or gimmicky jumpscares rather than genuinely scary. Players also felt let down by the lack of content, poor optimization, an unplayable state due to bugs and critical mic issues, and the absence of essential features like public matchmaking, leading to a feeling that the game was not worth the money.
- Excitement (weight 0.09): Players felt excitement for the game's potential, anticipating future updates and fixes that would enhance the experience. The game's effective scares, creepy atmosphere, and the thrill of unique gameplay elements, especially when shared with friends, were also significant sources of excitement. Many were eager to experience more of the fresh horror concept and see the game evolve.
- Joy (weight 0.09): Joy was overwhelmingly associated with playing the game with friends, leading to entertaining and humorous moments despite any minor bugs. Players found the gameplay fun, engaging, and replayable, often citing effective scares and the overall awesome experience shared with loved ones as key contributors to their happiness.
- Enjoyment (weight 0.05): Enjoyment stemmed from engaging gameplay, particularly when shared with friends, and the satisfaction of cool or awesome jumpscares. Players appreciated the immersive atmosphere, the challenge of the game, and the opportunities for extensive map exploration and discovery. A smooth experience after initial technical issues were resolved further contributed to overall enjoyment.
- Confusion (weight 0.02): Confusion arose from unclear game mechanics, especially regarding death states, roles, and how slight noises could lead to player elimination. Players also expressed confusion about the optimal playstyle (solo vs. co-op), the reasons behind conflicting community reviews, and issues with online co-op functionality or perceived lag despite good performance metrics.
- Relief (weight 0.02): Relief was felt when players experienced a lack of significant bugs or successfully found solutions or workarounds for common microphone issues. A sense of relief also came from developer responsiveness in fixing mic calibration problems and the assurance that developers were committed to improving the game.
- Boredom (weight 0.02): Boredom was caused by a perceived lack of gameplay variety and repetitive mechanics, leading the game to become stale after only a few runs. Players also reported boredom when there was nothing engaging to do with friends, or due to the forced silence requirement during gameplay.
- Amusement (weight 0.02): Amusement resulted from unexpected and humorous in-game incidents, such as dying from bodily noises or witnessing friends' comical reactions and deaths. Laughter and funny moments shared with others significantly contributed to this emotion.
- Hope (weight 0.02): Hope was primarily tied to the game's future potential, with players anticipating upcoming updates, fixes, and improvements, particularly for microphone issues and new features. There was a general optimism for the game's continued development and eventual success.
- Anticipation (weight 0.01): Anticipation stemmed from looking forward to the game's future developments and significant improvements, especially regarding microphone configuration updates. Players eagerly awaited ongoing enhancements that would fulfill the game's potential.
- Fun (weight 0.01): Fun was experienced through enjoyable gameplay and funny moments, predominantly when playing with friends. Successfully setting up the microphone and enjoying various game modes also contributed to a great time.
- Anger (weight 0.01): Anger was fueled by the game's perceived poor quality, unfinished state, and severe bugs, particularly those affecting the core microphone mechanics which were described as inconsistent and frustrating. Players also expressed anger at feeling their time was wasted on a "pointless" or "horrible" game.
- Fear (weight 0.01): Fear was directly caused by the game's effective horror elements and its ability to easily scare players. The implied scariness and overall scary experience were key triggers.
- Confidence (weight 0.01): Confidence arose from finding effective solutions for microphone setup, the ease of calibrating the mic, and the personal ability to manage reactions and not scream during gameplay.
- Optimism (weight 0.01): Optimism was evident in players' belief that developers would address and fix existing issues, especially for a recently launched game. The potential for future optimization updates and overall game improvement fueled this positive outlook.
- Love (weight 0.01): Love for the game was driven by its appealing art style, engaging graphics, and overall gameplay feel. The enjoyment derived from playing with friends further deepened this affection.
- Patience (weight 0.01): Patience was exhibited through an understanding that small development teams require time to fix issues and implement improvements effectively.
- Understanding (weight 0.01): Understanding was attributed to acknowledging that new games often have glitches and recognizing the limitations of a small development team's budget, which might result in minor bugs.}