In a pack
One Crawler is a nuisance. Five coming down a corridor at once is a decision the party has to make in about a second. Stalk them, pick the straggler, and go in together.
1–4 player co-op survival horror
Burn the dead or they come back.
Plus Bloodthirsty Demon Baby Mode: your friends join as the litter, and hunt you.
Coming October 2026 · Steam · PC · 30% off at launch
Trailer
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Bloodthirsty Demon Baby Mode
Host a run and leave seats open for the other side. Anyone who joins as a demon wakes as a Crawler, in first person, somewhere around the party — and a little girl whispers in their ear what to do about it.
One Crawler is a nuisance. Five coming down a corridor at once is a decision the party has to make in about a second. Stalk them, pick the straggler, and go in together.
Shoot a demon down and it stands up again a few seconds later, somewhere close. The only thing that keeps the litter off a survivor for good is the same thing that works on everything else in Ashbrook.
The survivors have guns, molotovs and the fire economy, and they have a door they can shut. The demons have numbers. Nobody on either side is safe from a bottle thrown in a hurry.
The town
You wake in a wrecked coach at the edge of a company town that has been sealed off behind a chemical-spill quarantine that nobody believes.
Every resident of Ashbrook carries something that should never have had a body. It walks. It prays. It gets back up from anything you do to it — stronger, and faster, and angrier — unless what is left of it burns.
Down in the hospital, in the dark under the maternity ward, something is assembling itself out of every body it has ever owned. And it knows your name. It has known your name since before you were born.
Find out why. Ration the fuel. Do not leave a corpse whole. And when the noise gets closer, do not go toward it.
The rules
A survival-horror campaign built around one economy: what you burn, what you save, and what you leave behind to come back for you.
Anything you down gets back up in a minute or two, worse than before — unless the body is burned. A lighter, a molotov, whatever is already alight. Bottles are common. Rags are not. A half-burned body comes back as something that no longer fears fire.
Get caught and you are not shot in the dark — you are grabbed, and dragged, toward wherever the noise is coming from. Fight the hold and shout. Someone coming for you can beat it loose; alone, every second you lose is a step closer to the nests.
A molotov pool burns whatever stands in it, and it does not check whose coat it is. Fire spreads along what you spilled, what you dropped, what the four of you were standing on. The most dangerous thing in Ashbrook is usually the one you lit.
Every enemy in Ashbrook is heard before it is seen, positionally, in headphones — direction and distance are the read of every room. Whatever is calling from the dark calls slower, and shorter, the nearer it gets. Nobody who has seen what makes the sound has come back to describe it.
No scripted jump-scare loops. A director reads your noise, your light, your fuel, and how long since you last saw something — and spends its budget where you are going, not where you were. You stop fearing the monsters and start fearing your own decisions.
A story campaign through the suburbs, the hospital, the flooded lower town, the old village, and the abbey on the ridge. Sixty documents, twenty tapes, and a truth that goes back much further than the company. It ends at the seal, and what you carry there is yours.
Its flesh keeps no memory of fire.— the seal at the ridge abbey, 1891
Residents
Infected residents. Slow, many, murmuring prayers. They kneel toward the chapel when nothing is happening. They cannot climb. They drag the fallen home.
Nine feet tall and still carrying, eleven years on. She does not hunt. She keeps her distance, along the route you need. What she is carrying is the question nobody in Ashbrook will answer.
Cannot be hurt, cannot be caught. Trails the mother with a bassinet she never sets down. Do not look inside it.
Screenshots
The Book
The whole story of Ashbrook in prose, by Ender Knight: 143 pages, from the coach into quarantine to the seal on the ridge. Free to download and read. It tells the story all the way to the end, so you may want to play first.
Steam
$14.99, and 30% off at launch and through Steam Scream Fest: $10.49. Wishlist it and Steam emails you the day it goes live.
Wishlists decide what Steam shows people. If Ashbrook got under your skin, this is the one thing that helps.
Fact sheet
Press kit
The full press kit has copy-ready descriptions, every trailer and screenshot, the logo, and blanket permission to monetise video of the game.