Hush
The infected cannot see you. They can hear everything. Hush teaches that one rule without a single word on screen, then builds each room to make keeping it harder, until it forces you to run, and then to stand perfectly still.
The system
- The rule
- The infected are blind. Every sound you make tells them where you are.
- What the player feels
- Walking is safe and slow. Sprinting is fast and announces you.
- What it says
- Silence is not safety. It is a price you keep paying, room after room.
One rule: sound
Everything in Hush runs through noise. Walking is silent. Sprinting, broken glass and loose debris each make a sound with its own reach, and any infected within that reach stops, listens, and comes to the spot. They never search by sight, so standing still in the open is safer than running for cover.
That makes sprinting the one real decision. It is the only fast way to move, and the only thing that reliably gets you killed. The game never says so. A faint ring at the edge of the screen when you are loud, and a sharp turn of the head when one of them hears you, are the only feedback.

Teaching without a word
The game uses no text blocks, tutorials or written backstory, so the rule had to be shown. In the second corridor another survivor stands in a lit room ahead. When you look at him, he kicks a can. The infected bursts out of a door behind you, runs past you on the far side without touching you, and takes him.
The scene waits until you are looking, so nobody misses it, and it is built so the player is never the target. You leave knowing that it was the noise, not you, that it heard. Then you have to walk past it while it feeds.


Then the building makes you loud
Each room after that removes an option. A dark hall has one patrol and only a lit island in the middle to wait on. In the next room a cabinet falls on its own and pulls the infected straight to you, so the only move is to get out of its path and hold still while it searches.
When the iron door finally opens, silence stops working: the only way forward is to sprint down a corridor while the lights die behind you. The last room flips it back. You are shut in the dark, it breaks in, and it walks past close enough to hear you breathe. It leaves through the far door, and that door becomes your way out.


What playtesting changed
In my own playtests, a pass to make the environment look richer made it too bright, and the fear went with the shadows. It was rolled back to near darkness, and the detail now lives where the flashlight lands. The infected’s sounds were mostly synthesized and read as mechanical; they were redone so you can hear how close one is without being told where to look.
The last infected used to vanish in plain sight once it was done searching, which broke the fiction at the worst moment. Now it walks out through the exit door, the door swings shut behind it, and after a pause it creaks open again for you.