
Game intel
Dark Hours
Dark Hours is a co-op survival horror game for 1-4 players. Your heist has been disrupted by a supernatural event, and your team of robbers is now trapped with…
Piece of Cake Studios says Dark Hours is going 1.0 on Steam this fall, and it’s bringing a new twist: a PvP mode where teams compete while surviving supernatural threats. The trailer teases exactly the kind of chaos I love-squad comms, flickering lights, and that delicious moment where you realize another human team is hunting the same objective you are while something inhuman hunts you both. If that sounds like a mash-up of Payday’s heist structure with Phasmophobia’s tension (and a dash of Hunt: Showdown’s PvPvE mind games), that’s because it is-and it could be a great fit for a game that’s been iterating in Early Access since late 2024.
Dark Hours’ pitch was already clean: a heist goes sideways, and suddenly you’re improvising a survival plan against a malevolent entity while scavenging, unlocking routes, and managing noise and light. Four-player co-op is the spine—clear roles, shared resources, and that “don’t breathe” suspense when the monster pivots toward your footsteps.
The new PvP layer changes the psychology. Now, it’s not only about reading the monster’s patterns; it’s about reading other players. Do you slam a door to draw the creature toward an enemy squad? Do you ambush at the extraction point or spend precious time sweeping for intel? In the right hands, PvPvE creates incredible emergent moments—third-partying fights, baiting with noise, and using the environment to weaponize the horror against other humans. If you’ve played Hunt: Showdown or Dark and Darker, you know how mean and memorable this can get.

This move makes sense if the studio keeps the game’s identity intact. Co-op horror fans flocked to titles like Phasmophobia and Lethal Company precisely because they’re focused and readable: the systems are scary, but you always understand the rules well enough to plan. Hunt’s success, meanwhile, comes from building PvPvE into the core from day one—with economy, map design, and audio all tuned around the tension of other players.
Dark Hours is attempting a hybrid mid-development. That’s risky. PvP exposes everything—hit registration, server performance, spawn logic, sound occlusion, and balance. If it’s an optional playlist that shares progression without dominating design priorities, great. If it siphons attention from monster AI, map variety, and the co-op loop, the playerbase could fragment fast. The promise is huge; the margin for error is thin.

Co-op horror is still hot in 2024-2025, but players are choosier. We’ve had plenty of jump-scare factories; what sticks are the games with systems that create stories—tight objectives, meaningful risk, and clear audio-visual tells. Dark Hours’ heist framing gives it a different flavor from the “ghost hunt in a house” template, and the studio’s co-op background suggests they understand teamwork flow. If the PvP mode leans into that—encouraging stealth, ambushes, and using the monster as an environmental hazard rather than turning it into a straight deathmatch—there’s real potential.
My advice: if you’ve been watching Dark Hours during Early Access, treat 1.0 as the moment to judge the full loop. Does the AI feel reactive without being cheap? Do objectives create friction between squads? And can you load in, complete a run, and extract without technical nonsense? If those boxes get ticked, Dark Hours could be the next “tell your friends” co-op staple—with a spicy PvPvE side dish when you want to play dirty.

Dark Hours launches 1.0 on Steam this fall and adds a PvPvE mode where teams race objectives while dodging monsters. The concept is strong; the success hinges on execution—netcode, balance, readable systems, and a roadmap that keeps co-op at the core while letting PvP shine as an optional chaos generator.
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