Key art for Dead Exhale

Game review

Dead Exhale Review

2 / 10

Developer
ODale Studios
Publisher
ODale Studios
Released
27 October 2025
Platforms
Windows
Genre
RPG
Monetisation
premium
Players
false

The short version

Dead Exhale is a solo-developed first-person horror game built around a genuinely distinctive premise -- a monster that hunts you by listening through your microphone -- but its Mixed review sample is dominated by reports that the mechanic barely registers in practice, puzzles that swing between trivial and illogical, an underused leveling system, and a runtime too short to justify even its budget price.

Biggest strengths

  • A genuinely original central concept -- a monster that detects the player through real-world microphone input -- that at least one detailed reviewer credits with creating 'a level of immersion rarely seen in indie horror projects' when it functions as intended
  • A distinctive, well-received alien-temple setting that breaks from typical haunted-house horror tropes, with reviewers specifically praising the holographic-planet visual design in the game's main hub area
  • Environment and level design praised as well-crafted and atmospheric even by otherwise critical reviewers, with one negative review specifically calling the locations 'generally well-designed' despite finding the rest of the game unconvincing

Biggest weaknesses

  • A widely and specifically repeated complaint that the signature microphone-detection mechanic barely functions in practice, with one reviewer stating plainly they 'played through with both mic on and mic off and i didn't notice any difference,' and another reporting the monster 'almost will never find you' as long as you crawl, stay silent, and keep your flashlight off
  • A separate, independently reported bug in which the monster becomes intermittently invisible, which one reviewer says turns intended stealth tension into 'more of a crap shoot' since there's no reliable way to tell whether a hallway is actually empty
  • Puzzle design reviewers describe as either too easy or too illogical, with one detailed negative review stating the game 'doesn't help you understand how the planet puzzles work in any way whatsoever' and that they solved the first one 'by literally pressing randomly'

Who it's for: Curious horror fans specifically drawn to the microphone-detection concept who are willing to accept a rough, unpolished solo-developer debut with real design gaps, ideally picked up on a deep discount.

Our recommendation: Hard to recommend at full price given how inconsistently the core mechanic works in practice; worth a look only for horror fans specifically curious about the microphone gimmick, and best picked up during a steep sale.

2 / 10

A monster that listens, when it feels like it

Dead Exhale is a first-person survival horror game developed and self-published by ODale Studios, a solo developer previously behind indie titles Mother Hub and Habilis. Set inside a mysterious ancient alien temple, the game strands players among hidden dangers and cryptic puzzles, blending exploration, stealth, and problem-solving into a premise built around one central hook: a monster that hunts by listening through the player's real-world microphone, turning talking, gasping, or even streaming commentary into genuine in-game risk. Following a transparent public development arc -- an announcement in May 2025, a playtest that July, and a free demo running from late August through launch -- the game released on 27 October 2025 at a budget NZ$4.49. Its review sample, a small 9 reviews at the time of writing, lands at Mixed, split almost evenly between reviewers charmed by the concept and reviewers who feel the execution falls well short of the pitch.

The strongest praise in the sample focuses squarely on the game's identity and ambition rather than its moment-to-moment mechanics. One lengthy, largely positive review calls the microphone-detection system a mechanic that creates "a level of immersion rarely seen in indie horror projects," praising how the alien-temple setting -- with its "strange architecture" and "hidden chambers" -- sustains a consistent sense of unease across its runtime, awarding the game 6 out of 10 overall. Another reviewer, admittedly not a horror fan, says they "LOVED the design of everything, especially the holo planets around the main area," and recommends the game to horror newcomers specifically as a gentle entry point into the genre. Even several clearly negative reviews concede real merit in the environmental design: one reviewer who ultimately can't recommend the game still calls the locations "generally well-designed," citing solid texture work and obstacle placement despite finding them monotonous overall.

That goodwill collapses, though, once reviewers describe actually testing the signature mechanic. The complaint is specific and recurs independently across multiple reviews: one player states flatly that they "played through with both mic on and mic off and i didn't notice any difference," while another reports that as long as you crawl, stay silent, and keep your flashlight off, the monster "almost will never find you" regardless of ambient noise. A third reviewer goes further, describing the entire premise as feeling like a bait-and-switch: "the game simply isn't scary... No matter how much the author praised the artificial intelligence of his creation, it's no different from hundreds and thousands of other monsters found in similar 'crafts' on Steam." Compounding this, one reviewer reports a specific bug where the monster becomes intermittently invisible partway through, turning what should be a tense stealth encounter into what they call "more of a crap shoot" -- since there's no way to judge whether a dark hallway is genuinely empty or hiding an unseen threat.

The puzzle design draws a similarly split, though more one-sidedly negative, reception. One reviewer who enjoyed the game overall still notes the tutorial doesn't adequately explain the mechanics, though they maintain the puzzles become "pretty self explanatory" after the first one clicks. Several other reviewers disagree sharply: one states the game "doesn't help you understand how the planet puzzles work in any way whatsoever," describing solving the first puzzle "by literally pressing randomly" before getting permanently stuck on the second, while another simply calls the puzzles "broken." A separate, structural complaint targets the game's leveling and upgrade systems, which multiple reviewers describe as functionally pointless -- one writes the leveling system "feels completely useless," while a longtime fan of the developer's earlier work notes they stopped engaging with upgrades entirely after a couple of playthroughs, having found no meaningful benefit to them.

Length and polish round out the sample's most consistent frustrations. A reviewer who explicitly says they've "loved Seth's other games" -- referencing the developer's prior titles Mother Hub and Habilis -- still can't recommend Dead Exhale at full price, writing plainly that the game "shouldve had more time to cook" given how short it is once players learn its sequences, and noting they found and exploited sequence-breaking bugs including activating switches through walls and effectively sprinting through the entire game, even on its hardest "Hell mode" difficulty. Other reviewers echo the short-runtime concern even at the low NZ$4.49 price point, with more than one saying they wouldn't recommend the purchase "even for the $3 it costs to buy" given how little content and tension actually materialises across a full playthrough.

Notably, the sample doesn't read as reflexively hostile toward the developer -- several critical reviewers go out of their way to soften their verdict with encouragement, a pattern that says as much about goodwill toward the project as it does about its current state. One writes that "the inexperiance of the dev is very visible" but frames the game as "promising" and says they "cant wait to see what they do next." Another, despite calling the puzzles "trash" and the monster unoriginal, still frames the criticism around unmet expectations rather than a wholesale dismissal of the concept. Even the fan disappointed by the game's short length and lack of polish says they're "still looking forward to Face Interrogation," referencing the developer's next announced project, and hopes ODale Studios "continues building upon his universe as well as his game-dev skills." That distinction matters for anyone weighing whether to buy in now versus wait: this reads less like a fundamentally broken idea and more like a promising concept that needed additional development time the solo developer didn't have before committing to an October release date.

Verdict

Dead Exhale has a genuinely clever, well-marketed hook -- a monster that listens through your microphone -- wrapped around an intriguing alien-temple setting that draws real, if qualified, praise even from critical reviewers. But its Mixed review sample is remarkably consistent in reporting that the core mechanic barely functions as advertised, that puzzles swing wildly between trivial and incomprehensible, and that the whole experience is over too quickly to earn back the goodwill its premise generates. There's a promising developer here, by multiple reviewers' own admission -- just not, yet, a finished game that lives up to its own pitch.

Pros and cons

Pros

  • A genuinely original central concept -- a monster that detects the player through real-world microphone input -- that at least one detailed reviewer credits with creating 'a level of immersion rarely seen in indie horror projects' when it functions as intended
  • A distinctive, well-received alien-temple setting that breaks from typical haunted-house horror tropes, with reviewers specifically praising the holographic-planet visual design in the game's main hub area
  • Environment and level design praised as well-crafted and atmospheric even by otherwise critical reviewers, with one negative review specifically calling the locations 'generally well-designed' despite finding the rest of the game unconvincing
  • A genuinely ambitious scope for a first solo project, with multiple reviewers explicitly crediting the developer's evident skill and promise even while declining to recommend this specific release
  • A confirmed, unambiguous original release on 27 October 2025, following a transparent public development history including a May 2025 announcement, a July 2025 playtest, and a free public demo from late August 2025 through launch
  • A low NZ$4.49 asking price that several reviewers note keeps the risk of trying it relatively low, even among those who ultimately can't recommend the purchase

Cons

  • A widely and specifically repeated complaint that the signature microphone-detection mechanic barely functions in practice, with one reviewer stating plainly they 'played through with both mic on and mic off and i didn't notice any difference,' and another reporting the monster 'almost will never find you' as long as you crawl, stay silent, and keep your flashlight off
  • A separate, independently reported bug in which the monster becomes intermittently invisible, which one reviewer says turns intended stealth tension into 'more of a crap shoot' since there's no reliable way to tell whether a hallway is actually empty
  • Puzzle design reviewers describe as either too easy or too illogical, with one detailed negative review stating the game 'doesn't help you understand how the planet puzzles work in any way whatsoever' and that they solved the first one 'by literally pressing randomly'
  • A leveling and upgrade system multiple reviewers call largely pointless, with one writing it 'feels completely useless' and another noting they stopped engaging with upgrades entirely after a couple of playthroughs
  • A short overall runtime that several reviewers frame as a direct value concern even at the low asking price, with one longtime fan of the developer's prior games explicitly saying the game 'shouldve had more time to cook'
  • Reported sequence-breaking exploits, including the ability to activate switches through walls and effectively sprint through the entire game -- even on its hardest difficulty -- undermining the tension the core mechanic is meant to build

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 2 / 10
  • Visuals 2.5 / 10
  • Sound 2.5 / 10
  • Progression 1.5 / 10
  • Performance 2.5 / 10
  • Value 2 / 10
  • Originality 3 / 10
  • Replayability 1.5 / 10