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DON'T SCREAM News

An honest message about the DON'T SCREAM TOGETHER launch.

[p][dynamiclink][/dynamiclink]
Hi everyone.
[/p][p]I just wanted to post this here and keep you all updated. Right, where to start… DON’T SCREAM TOGETHER has been out for a few hours, and seeing the negative reviews has been really hard. It’s a bitter pill to swallow, and I’m not going to pretend it hasn’t hit us emotionally. Making games is such a vulnerable thing. It feels like sharing something personal, something you love, something that comes from you, and then hoping people enjoy it. We put so much love, time, testing, and care into this game. We really did try our absolute best with the resources and team size we have.
[/p][p]We are only five indie devs. I am not saying that as an excuse, I really hope it does not come across that way. I just want to explain where we are coming from. We tested the game over and over, especially the microphone calibration. We tried different microphones, different software setups, got help from friends and family, and on our end it was working great, like, it genuinely was. And honestly, we had so much fun playing and testing it together. We really believed in it. But when your whole game mechanic relies on a microphone, there are so many edge cases you can never fully prepare for. Every setup is different. Every mic behaves differently. There are so many variables. We did do our best, even if it might not seem like that right now.
[/p][p]And I am so sorry to anyone who feels disappointed or frustrated. It hurts to read that. Truthfully, I have cried over this because it means a lot to us. Anyone who knows our team knows how much passion we put into everything we make. Maybe we missed the mark here in some places. Maybe we could have explained some things better or caught more issues before launch. We are human, and we are learning.
[/p][p]In the end, we just wanted to offer you all a fun, simple horror experience with a cool twist using the microphone mechanic that you could enjoy with friends, at a price point we felt was fair and accessible for what the game is. And maybe we did not think everything through as clearly as we should have. The multiplayer version of DON’T SCREAM has been one of the most requested things from the community, and we made this version for you because you asked for it. We believed we could take the original idea and build something special to share with your friends. But now we are learning, the hard way, that what works great as a single-player tension experience does not always translate perfectly into multiplayer without its own challenges.
[/p][p]That realisation has been painful, because the intention truly came from a place of wanting to give you what you asked for. We tried to deliver something fun, something different, something you could laugh and panic through together. Even if we stumbled in the process, the heart behind it was genuine. I also want to say that I really did try my hardest to explain what this game actually is. It is not a traditional horror game with a story, missions, or complex puzzles. It is a very simple jumpscare experience with friends, and I tried my best to communicate that clearly from day one. I wrote a Before You Buy FAQ, made announcements, updated the page, and did everything I could think of to set expectations honestly, because you work hard for your money and I wanted you to know exactly what you were buying. Even on the Steam page I clearly say the game is incredibly simple and explain exactly what you do in the game, but it feels like a lot of people skimmed past that or it just did not come across the way I hoped. So seeing people upset because it was not what they expected has been really disheartening, especially because I genuinely tried to be as open and upfront as possible. I want to be clear that I am not blaming anyone for this. If anything, I feel like I failed to communicate the game well enough, and that has been hard to accept.
[/p][p]But... We can sit here feeling sad, or we can learn from this and grow. And we want to grow. We want to take this experience, as tough as it has been, and use it to become better developers. We are not running away from the criticism. We are taking it on the chin, accepting it, and doing what we can to improve the game. This launch has taught us a lot, and we are choosing to use it to get better, not bitter.
[/p][h3]Here is what we are already working on: (Hotfix has been pushed)
[/h3][p]Mic calibration We saw the automatic calibration being too sensitive for some players. We released a hotfix with a mic input slider to help with certain mics and setups. A lot of people also did not realise you can switch to manual calibration if the automatic option does not work well. We are improving how this is communicated, but for now, make sure to click the small arrows to change the calibration mode to Manual. The image below shows exactly where to find it.

[/p]
[p]HOTFIX:
• Added Mic Input Scale option to the Manual Threshold menu. Players can use this to lower their mic input level, which helps with lower quality mics or setups without pop-filters.

• Set Retry Mode to be enabled by default in Settings > Accessibility, so players can call out false positives more easily.

• Fixed an issue where some mic calibration settings were not saving properly for new users.[/p][p]• Fixed hunters getting stuck in the watchtower during the tutorial.[/p]
[p]
Thank you to everyone who gave our small horror game a chance. Thank you to those who shared feedback honestly, even when it was hard to read. It all matters. We love making games. It is what we care about deeply. We are not perfect, and we will not always get everything right, but we are listening, we are learning. Thank you again, truly. I will speak to you all soon.

Digital Cybercherries | Joe

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DON’T SCREAM TOGETHER - Release Date and Pricing!

[p][/p][previewyoutube][/previewyoutube][p]Hello, Screamers!
[/p][p]We are super excited to finally announce the release date for DON’T SCREAM TOGETHER, and it is launching sooner than you might think. You and your friends will be able to enter the forest on December 3rd, 2025. That is less than two weeks away![/p][p]It has been an emotional rollcoaster getting here. This project has taken a lot of late nights, weekends, testing, retesting, and plenty of caffeine, but we have put everything we have into it. We have had so much fun building this and we cannot wait for you all to experience it and of course, scream together!

[/p][hr][/hr][h3]A MESSAGE TO EXISTING OWNERS[/h3][p]We have seen all your comments and feedback, and we want to sincerely thank you for your patience and support. From the very start, we have had you in mind. Developing a full co-op version of Don’t Scream has been a massive effort, from networking to QA, from bug fixing to building new systems, and while it is not always possible to make every large project a free update, we wanted to find a way to make this as fair and rewarding as possible for our early supporters.[/p][p]So here is what we are doing.[/p][p]Existing owners of DON’T SCREAM will be able to purchase DON’T SCREAM TOGETHER at a reduced price through an Existing Owners Bundle. This bundle includes:[/p]
  • [p]DON’T SCREAM[/p]
  • [p]DON’T SCREAM TOGETHER[/p]
  • [p]Bonus Hunter cosmetics as a small token of our appreciation.[/p]
[p]The bundle discount will always be available and is our intended upgrade path for existing Don’t Scream owners, reducing the price to a crisp five bucks. We’re stacking an additional release discount on top too, so first-week purchases will come down to under three dollars.

[/p][hr][/hr][h3]PRICING DETAILS[/h3][p]Here is how pricing works during the launch week:
[/p]
  • [p]DON’T SCREAM TOGETHER (base game): $7.99[/p]
  • [p]DON’T SCREAM TOGETHER (launch discount of 38%): $4.95[/p]
  • [p]Existing Owners Bundle (with discounts, already own DS): $2.72
    [/p]
[p]To get the loyalty price, you just need to purchase the Existing Owners Bundle on the Don’t Scream Together Steam page after it launches. Scroll down to the Bundles section and you’ll see it there. [/p][hr][/hr][h3]
THANK YOU
[/h3][p]From all five of us at Digital Cybercherries, thank you so much for your support. It means the world to us. We cannot wait for you to play Don’t Scream Together with your friends on December 3rd!

You can wishlist the game here: [dynamiclink][/dynamiclink]See you in the forest. Thank you! - Digital Cybercherries | Joe Socials Twitter | Discord[/p]

DON'T SCREAM TOGETHER Announced - Online Co-op and More!

[p][/p][previewyoutube][/previewyoutube][p]Screamers, you asked, and we listened! [/p][p]We're incredibly proud to announce DON'T SCREAM TOGETHER, an improved and expanded version of DON'T SCREAM will be launching on Steam soon! You can wishlist it here.

This new version will feature online co-op for up to four players! And if you played the 2023 single-player version of DON’T SCREAM, DON’T SCREAM TOGETHER will feel like a completely new experience, with major additions and meaningful improvements across the board, including new playable characters with customization, an all-new Hunted mode, new and improved animations, fresh objectives and lore, vastly improved performance, full controller support, UI and HUD updates, and much, much more! The move to co-op fundamentally changes the fear. Exploring a huge, pitch-black forest with friends is genuinely terrifying. You will need to rely on each other and stay calm, yet it is all too easy to lose your cool as the tension builds! As for some important details: [/p][p]DON'T SCREAM TOGETHER (Classic)[/p][p]You and your friends can still take on the classic challenge of DON'T SCREAM, but with key improvements. The rules remain simple: if any one player screams, the game instantly restarts for everyone. Get ready to test the bonds of your friendship!

DON'T SCREAM TOGETHER (Hunted) - New Mode[/p][p]Introducing the brand-new Hunted mode! In this mode, if a friend screams, they don't force a restart for the group. Instead, the fallen friend returns as a playable hunter! The hunter's mission is simple: track down their former teammates and finish them off before the remaining players can escape the forest.

PLAYABLE CHARACTERS[/p][p]Players will be able to select from multiple characters with some customization, all of whom have their own backstory and lore.[/p][p]
There's a lot more changes to the co-op version, and we'll be sharing more news and details regarding the release date soon!

You can wishlist the game here: [dynamiclink][/dynamiclink]Thank you! - Joe - Digital Cybercherries Socials Twitter | Discord[/p]

Major Update #4 | New Symbols, Scares, Locations, and Huge Gameplay Changes!

Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/2497900
Why hello there, Screamers!

It’s been a little while since our last update, and this one brings some of the most significant changes yet. We’ve listened closely to your feedback, fixed a ton of issues, and introduced new features that should make DON’T SCREAM scarier, fairer, and more replayable than ever.

DON'T SCREAM is now 25% off as part of Steam's Daily Deal. Spread the word to your friends!

https://store.steampowered.com/app/2497900/DONT_SCREAM/
Encountered bugs or have feedback? Connect with us on our Steam Forums or Discord. Thank you!


[h3]PLEASE NOTE: TRANSLATION HOTFIX INCOMING ASAP![/h3]
One of the biggest additions in this update is the introduction of Symbols. The arrow marker now points you towards an unknown location in the forest, but it is up to you to search that area and find the symbols themselves. This creates clear objectives without revealing everything, and it heightens the tension, since focusing on a symbol can leave you exposed if you are not careful. Of course, it's still vital to find batteries and keep your camcorder powered!

We also made important adjustments to traps. They should be dangerous, but we know they were previously too hard to see. We added a camcorder-style glitch effect that fits the game’s look and makes traps easier to spot without removing the surprise.

Another major change is full controller support. Menus, interface, and gameplay now work cleanly on a controller, with improved icons for different controller types. If you prefer to play from the couch, the experience should feel much smoother.

We have also changed how time is shown in the game. The original HUD used an 18-minute countdown that only ticked when you moved. That countdown is gone. You now start at 15 : 46 : 37 and the HUD shows the in-game world clock, still advancing only when you move, until you reach 08:00 and escape the forest. Under the hood, it is still 18 minutes, but this presentation makes scares less predictable and the atmosphere much tenser. Taking away the countdown keeps you from waiting for the end and makes every step feel more unpredictable.

Alongside new content, we also wanted to address one of the biggest discussions from the last major update: the Hunters. Not everyone enjoyed the Hunters we introduced, so we added an option to remove them completely. This leaves the scares, batteries, and environmental traps as the core challenge. At the same time, we expanded this idea into new modes and options that give you more control over how you experience the game. Atmospheric Mode focuses on sound and mood with fewer direct scares, Chaos Mode delivers completely unpredictable frights, and custom intensity rules let you set the overall length of a playthrough. These additions give you more freedom to tailor the game to your own style of horror.

We’ll stop here, but this update goes further. Alongside these highlights, you’ll find lots of other small and big changes, fresh scares, and improvements across performance, readability, and stability. The full notes are below.

Oh, and yes, there are a lot more locations to find. I’ll just leave this one here...



PATCH NOTES
[h3]MAJOR CHANGES[/h3]
  • Added Atmospheric Mode: Less in your face scares, more audio horrors and no Hunters
  • Added Chaos Mode: No rules, just random scares with no build-up or suspense
  • Added No Hunters option: Disable Hunters from spawning in the world
  • Added Custom game intensity rules for changing the length of play time
  • Added Unique Symbols to reveal forest secrets and unlock locations
  • Added Achievements to the in-game menu to better track progress
  • Added Better ending page showing new discoveries and game progress
  • Added Microphone calibration screen to make setup easier
  • Added New locations with story snippets to find
  • Added Player power batteries at locations where you previously died
  • Added New locations: Castle Ruins, Abandoned Tower, The Pit, Greenhouse, and Hellscape
  • Added Restart button in the in-game menu to quickly start a new session with different rules
  • Added More trail markers and paths around the forest to help guide players
  • Added Full controller support (menus + gameplay; improved controls)
  • Added Many new scares — world, camera, creatures, and hunters
  • Added Day counter showing how many days you’ve been trapped in the forest

  • Improved Audio device support — more devices and better mic compatibility
  • Improved Tutorial for new players
  • Improved Hunters’ hearing when sprinting and not entering some interiors
  • Improved Controller icons for different controller types (PS & XB)
  • Improved Mic input peaks/dips to help prevent false-positive deaths
  • Improved Overall performance; DLSS & FSR updates
  • Improved Picking up batteries and symbols
  • Improved Trap visibility — traps now highlight in the dark

  • Fixed Many scares not showing properly or appearing where they shouldn’t
  • Fixed binding-key issues with controllers
  • Fixed Numerous community-reported crash bugs
  • Fixed Tape preview mode causing crashes or huge frame-rate drops
  • Fixed End-of-level screen not receiving inputs after alt-tabbing
  • Fixed Cases where the menu wouldn’t show (e.g., when dying)
  • Fixed Scroll menus for Locations and Relics to loop properly
  • Fixed Blurry screen when picking up batteries and symbols
  • Fixed Window-resolution changes not applying instantly
  • Fixed Spots where players could get stuck or fall through the floor
  • Fixed Loud bear voices when inside closed rooms
  • Fixed Hunter animals sometimes not updating state while roaming
  • Fixed Steam forcing a restart outside of the shipping build
  • Fixed Crash in game state classes during tape preview
  • Fixed AudioThread not ticking audio commands while the game is paused

Thanks for reading, and have a great weekend ahead! - Joe
- Digital Cybercherries

Socials
Twitter | Discord

HOTFIX - Achievement fixes and more!

Your Experience
If you are enjoying the improved 1.0 version of the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/2497900/
Hello, Screamers!

Just a quick note to let you know we've fixed some bugs that were causing problems for some of you. Apologies for the inconvenience! We're always working to improve the game, and we appreciate your patience.

We want to give a massive shout-out to everyone for supporting us through the 1.0 launch. The response has been incredible, and we're happy so many of you are enjoying the game! We're already working on some exciting new things, so stay tuned for more updates soon. As always, if you encounter any issues, please let us know on Discord or the Steam forums.

  • Fixed low battery achievement
  • Fixed Hunters not being removed when entering the chopper and killing players after escaping
  • Fixed corruption portal issues
  • Fixed lanscape and reported stuck-issues
  • Fixed some broken cable actors
  • Fixed game engine stalling when picking up a new relic or location due to save-file updating

All the best - Joe
- Digital Cybercherries