Together After Dark: horror that lives or dies by who's sitting next to you
It’s no longer being given away · it costs US$2.99 again
See it in the store ↗This page stays as a record of what was given away.
Availability can vary by region.
The verdicts pull in opposite directions with no clear winner, and the line between the players who laughed and the ones who got annoyed is always the same: the company each of them dragged into the woods.
A forest that demands the right company
Four teenagers trapped in a dark forest try to slip out unseen. That's the premise of Together After Dark, a co-op horror game for one to four players. Every snapping twig and every distant shape is there to make the group question its own sanity, and the way out reveals itself only to those who make it through the paranormal events without drifting apart, you included, if you happen to be the first to spot something moving among the trees.
It's on Steam, where the game is sold and rated, that this divide comes into focus: the store sums up the title's reception as split, not pure praise, not pure criticism either. What separates the players who liked it from those who didn't isn't how many bugs each one put up with: it's the company each of them brought into the forest.
It's an action-adventure with a casual streak, built to be cracked as a group; nobody survives their own fear alone here. Behind it stands RedForge, a studio that came back to its own game update after update trying to fix it, before finally deciding the story was over.
The end foretold, and the next chapter
The studio's posts say less about the game than about the effort to repair it. Emergency fixes for host-and-guest syncing came back more than once; new servers arrived to improve the connection across regions; the house and forest levels were rebuilt because they left players too confused. In 2024 the game gained translations into 13 languages, a sign that RedForge was still betting on growing its audience. Anyone following the posts back then would have seen the same pattern repeat: patch, thank-you, silence, another patch.
That changed in April 2026. The creator himself returned to the game's board to announce that this would be the final update: he apologized for the bugs, explained that the project had been made by a single person, and admitted the experience hadn't been as good as it should have been. For anyone who didn't have fun, his suggestion was blunt: ask for a refund. And he revealed that he was already deep into another project, a game called 7 Days to Escape.
Those who stayed: the scare is worth the group
One player who put in two hours on August 13 admits the experience is rickety; the camera tires your eyes, bugs break the immersion; but insists it was worth it for the fun alongside friends: the feeling of laughing at your own technical glitch because someone right beside you is laughing too. Another account, also two hours but logged on August 18, nearly never happened: the player almost gave up on the purchase because of the negative buzz, and ended up finding a good experience to play in company.
One who went further, past four hours on July 29, saves the biggest praise for the payoff: they describe the ending as the high point, good enough to make them recommend the game without a second thought. It's the pattern among those who liked it: the technical complaint comes first, the praise for the experience shared with someone else comes after, and that's what sticks.
Those who left: without the right group, just a maze
A pair of accounts from the same day, July 17, echo the same complaint: without funny friends around, the game becomes unbearable, a maze where the map repeats so often that nobody finds the way back, with a weak flashlight and monster camera effects that make the scene even more muddled. Without that person by your side, this is what's left: you alone, trying to work out where the monster that vanished off-screen went. The other account from the same day is drier: with no company, the game isn't even worth opening, because it neither scares nor entertains.
One who logged more than four hours, on August 11, has a different list of gripes: arrows pointing the way show up at the start and disappear right in the most confusing part of the map, the monsters barely react to what the player does, and the screen distortion together with the sloppy sound makes it hard to see where to go. On the same day, another account is harsher still: it calls the game a running simulator, with settings too static to scare anyone beyond a small child, and advises not even trying. In both cases the technical complaint is real, but it weighs heavier on those who were already playing alone, with no one beside them to laugh at the bad flashlight.
In a group it works; alone, it's just a maze
Together After Dark is for players who show up with their group already assembled: people willing to laugh at their own fright and to put up with a bad flashlight in exchange for a scary night in good company. With the right group, the forest delivers; without it, it turns into nothing but a maze on repeat, and take away the laughter in the background and there's no game left.