New · 3D · body-cam horror

Dead
Air.

The inspection crew left their voice recorders in the sublevels. You go down with a torch and a body camera to bring them back. Something down there is blind, and it comes to every sound. You can only see it on the camera's night mode.

Dead Air: a tall thin creature with huge ears standing in a flooded pump hall, seen through a green night-vision body camera

Go down

The game opens full-screen on this page. It is real 3D and it is the best-looking game on the site, so a laptop or desktop works best. Wear headphones: the clicking tells you where it is. If it runs slowly, switch Graphics to Low in the menu. New visitors first choose Home or School and accept the Rules, Terms and Privacy Policy.

Objective

Every floor has voice recorders with a blinking red light. Hold E to take one. Each recorder plays a few seconds of what the last crew found. When you have them all, call the lift, wait for it, and walk in.

  • B1 · Service Corridor (easy): 3 recorders, most lamps still on, one slow Listener.
  • B2 · Pump Hall: 4 recorders, water on the floor, flickering lamps, a faster Listener.
  • B3 · The Sump (very hard): 5 recorders, no lamps at all, two Listeners.

Three stars on a floor: get out, never get hunted, and beat the par time.

Controls

  • WASD: walk. Mouse: look (click the game to lock the mouse).
  • Shift: run. Loud. Uses your breath.
  • C: crouch on or off. Slow and silent.
  • F: torch. Q: night mode.
  • G: throw a bolt. Hold E: take a recorder, call the lift.
  • P / Esc: pause. Graphics can be changed there.
  • Touch: left thumb moves, drag on the right to look, and use the buttons.

The Listener

  • It is blind. Your torch is safe. It can walk past you while you stand in the light.
  • It hears. Running carries a long way. Walking is heard up close. Crouching and standing still make no sound.
  • You can't see it with your eyes or your torch. It only shows on night mode (Q).
  • Night mode whines. It hears that too, so take short looks. The charge refills while it is off.
  • It goes to the last sound. If it is coming for you, make a sound somewhere else, then move away quietly.
  • If it bumps into you, it has you. Don't stand in the middle of a corridor.

Reading the camera

  • SIGNAL: more bars and faster beeps mean the next recorder is close. It is stronger when you face the right way. After the last recorder it points at the lift.
  • NOISE: SILENT, WALKING or LOUD. That is what it can hear right now.
  • Static and tearing: the picture breaks up when a Listener is near. The worse it gets, the closer it is.
  • Clicking: it clicks to hear the echo. Slow clicks, it is wandering. Fast clicks, it heard something.

Useful strategy

  • Walk when the picture is clean. Crouch as soon as you see static.
  • Taking a recorder makes a loud click. Grab it, then leave the room.
  • You get three or four bolts a floor. Throw one down a side corridor before you cross a room it is standing in.
  • The lift is the loudest thing in the building. Call it, back off around a corner, and wait for the ding.
  • Green LIFT signs and yellow floor arrows point the way to the lift.
  • On B3, keep the torch on. It can't see it, and you can't see anything without it.

How it looks like that

Dead Air runs on a new renderer written for this game, with no game engine and no downloaded textures.

  • The wet floor shows a real reflection of the room, drawn a second time upside down.
  • Every lamp is blocked by walls, so light stops at corners and spills through doorways.
  • The torch beam lights up the dust in the air, and pillars cut shadows through it.
  • The picture goes through a body-camera lens: fisheye bend, sensor grain, motion blur and exposure that takes a moment to adjust.
  • All the concrete, block walls, rust and puddles are made by code when the game loads.