Dead Air

About this game

A night-shift horror game. You are the new late-night radio host, and something stands in the parking lot that only moves when you aren't looking. Answer the callers, decide who is real, push it back with the lot light, and follow Ray's rules until 6 AM. Short, loud and made for headphones.

Controls

InputAction
SpaceLook up at the window, or back down at the desk
A / EnterAnswer the phone, then put the caller on the air
HHang up (or decline a ringing call)
FSwitch on the lot light (while looking at the window)
RRead Ray's rules again
Hold Space / buttonHold your breath at the door when the knocking stops
TouchEvery action is also a big button on screen

How to play

You are the new overnight host at WVKR 1340 AM. The last host, Ray, left a note of rules taped under the console, and something is standing in the parking lot. It only moves while you are not looking at it, so every time you glance away from the window it gets a little closer.

Your shift runs from midnight to 6 AM, about six minutes of real time. Callers phone in through the night. Some of them are real people with something to tell you. Some of them are not. You answer, read what they say, and decide: put them on the air, or hang up.

Three nights, three stories

Pick a night on the title screen. Dead Air puts you on the late-night radio, taking calls from listeners. No Vacancy makes you the night clerk at a roadside motel where guests never check out. Third Shift puts you at a 911 dispatch console where every emergency might not be real.

The rules that keep you alive are slightly different in each story, and so are the callers, the twist and the ending. The thing outside is always the same, and it is always getting closer.

Which callers are real?

Ray's rules tell you everything you need. Real callers never say your name, they are always far away, and nobody ever calls on Line 2, which is inside the building. If a voice breaks one of those rules, hang up. Putting the wrong voice on the air lets it closer, fast.

Putting a real caller on the air does the opposite: it slows the thing outside for half a minute, and what they say helps you understand what is going on in Harlow Ridge.

Watching the window

Press Space to look up at the lot. You can see how close it is, but don't stare: if it notices you looking, it starts to move anyway. Check, then look back down. Use the lot light to push it back when it gets close. You only get a few uses.

Warning: loud sounds, jump scares and flashing lights. There is a Reduce flashing option on the title screen.

The ending

At 5:50 AM there is a knock at the door. When the knocking stops, hold your breath. At 6:00 you can sign off. Whether you do, and what you find after, is up to you. Finish the night and a harder Night 2 opens.

Share your result card with friends and see who survives the longest. Every run is ranked by how late into the night you made it.

💡 Tips

  • Look at the window every 10 seconds or so. A short check is safe; a long stare is not.
  • Hang up the moment a caller breaks one of Ray's rules. You do not have to hear the rest.
  • Do not use the lot light when the figure is far away; save it for when it is close.
  • Real callers are worth putting on the air, because it slows the figure down.
  • Wear headphones. A lot of the game is in what you can hear.
  • Let the internal line ring. If it rings and nobody is on it, that is the thing outside telling you where it is.

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