Echo: Descend
22 Sept 2026launched 10 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · 10 days ago
Screenshots
About
You are blind. You are underground, and the way you came in is gone. Ten descents below you, there is a door that opens outward, and the only way to it is down. You cannot see. You can make a sound and listen to it come back — a pulse that races out from you, washes over whatever is there, and shows it to you for a second or two before the dark takes it again. That is your only sense. It is also the loudest thing you can do. SEEING COSTS YOU Every other game about darkness hands you a torch and asks you to ration the battery. Echo asks something sharper: the act of looking IS the act of announcing yourself. You are never punished for being in the dark. You are punished for wanting to leave it. So the question is never "where do I go". It is "do I dare look". WHAT IS DOWN THERE The Stalker is slow and patient. You can walk away from it forever — it only ever catches people who stop, and the dark is very good at making you stop. The Skitterer is faster than you can run. It cannot be outpaced, only avoided. The Sleeper does not move at all until something wakes it. Then it does. The Hollow hunts silence. Every other creature comes for you when you make noise. This one comes when you stop. And sometimes a pulse comes back with something that is not there. WHAT YOU CONTROL Three pulses — a tap for the next few metres, a sweep that lights a whole room and tells everything in it exactly where you are, and a focused ping for looking at one thing without shouting about it. Three speeds. Sneak, walk, run. Faster is louder. Walking outpaces the slow things and not the fast ones, and choosing which is the single biggest decision you make. Two close calls. Something can catch you twice, and you survive it, shaken and loud and thrown clear. The third ends the run. A spent life comes back after twenty seconds of genuine quiet — so a bad moment is recoverable, if you are willing to slow down when you least want to. GETTING OUT Ten descents down there is a door that opens outward. Reach it, and you are out, with everything you were carrying. Almost nobody will, for a long time. That is deliberate — it is the thing at the bottom of the ladder, and it is why the ladder is worth climbing. Or turn back at any point and keep what you have. That is always available, always tempting, and every descent makes it more so. PLAY WITH HEADPHONES Direction and distance are carried in the audio. Without them, you are playing a much harder game than the one we built. No ads. Everything you can buy — DEPTH for your upgrades, colour palettes for the dark — you can also earn by playing; no purchase is required to finish, and no single pack finishes it for you. The accessibility palette is free.Read more
You are blind.
You are underground, and the way you came in is gone. Ten descents below you, there is a door
that opens outward, and the only way to it is down.
You cannot see. You can make a sound and listen to it come back — a pulse that races out from
you, washes over whatever is there, and shows it to you for a second or two before the dark
takes it again. That is your only sense. It is also the loudest thing you can do.
SEEING COSTS YOU
Every other game about darkness hands you a torch and asks you to ration the battery. Echo asks
something sharper: the act of looking IS the act of announcing yourself. You are never punished
for being in the dark. You are punished for wanting to leave it.
So the question is never "where do I go". It is "do I dare look".
WHAT IS DOWN THERE
The Stalker is slow and patient. You can walk away from it forever — it only ever catches people
who stop, and the dark is very good at making you stop.
The Skitterer is faster than you can run. It cannot be outpaced, only avoided.
The Sleeper does not move at all until something wakes it. Then it does.
The Hollow hunts silence. Every other creature comes for you when you make noise. This one comes
when you stop.
And sometimes a pulse comes back with something that is not there.
WHAT YOU CONTROL
Three pulses — a tap for the next few metres, a sweep that lights a whole room and tells
everything in it exactly where you are, and a focused ping for looking at one thing without
shouting about it.
Three speeds. Sneak, walk, run. Faster is louder. Walking outpaces the slow things and not the
fast ones, and choosing which is the single biggest decision you make.
Two close calls. Something can catch you twice, and you survive it, shaken and loud and thrown
clear. The third ends the run. A spent life comes back after twenty seconds of genuine quiet —
so a bad moment is recoverable, if you are willing to slow down when you least want to.
GETTING OUT
Ten descents down there is a door that opens outward. Reach it, and you are out, with everything
you were carrying. Almost nobody will, for a long time. That is deliberate — it is the thing at
the bottom of the ladder, and it is why the ladder is worth climbing.
Or turn back at any point and keep what you have. That is always available, always tempting, and
every descent makes it more so.
PLAY WITH HEADPHONES
Direction and distance are carried in the audio. Without them, you are playing a much harder game
than the one we built.
No ads. Everything you can buy — DEPTH for your upgrades, colour palettes for the dark — you can
also earn by playing; no purchase is required to finish, and no single pack finishes it for you.
The accessibility palette is free.
Store page changes
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Versions
- Version 1.0First seen · 22 Sept 2026
Countries
Worldwide
Apple lists this app in 50 or more storefronts, so it is available almost everywhere.
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