Compare We See You prices across 50+ stores and find the best deal. Developed by Paulius Giniotis. Published by Paulius Giniotis. Released on 8/18/2022. Available on PC, Mac, Linux. Genres: Casual, Indie.

If the idea of a heartbeat-synced descent into procedurally hostile darkness sounds meditative rather than stressful, this solo-dev oddity is worth your time. Crypt of the NecroDancer fans should take a serious look.

I kept coming back to We See You at odd hours, which is usually my private signal that something small has lodged itself properly under my skin. The premise sounds thin on paper: you are a pair of eyes, the world scrolls downward, enemies move on a grid, and the whole thing pulses to a heartbeat. One misread tile and you are dead. Try again. But the rhythm mechanic gives that loop a specific texture that most runners miss entirely. Every entity on screen, enemy or otherwise, moves on the same beat. Your own inputs queue one step ahead of that pulse. Once you internalize that contract, the game stops feeling like reflex training and starts feeling like reading sheet music at increasing tempo. The procedural generation keeps each run genuinely unpredictable. Layouts are seeded fresh every attempt, but the game also lets you save and revisit a specific seed if a particular run produced something you want to study. That is a small, thoughtful touch - the kind of thing a single developer adds because they actually play their own game. The pattern-assist overlay, which telegraphs where each enemy intends to step next, deserves special mention. It could have felt like hand-holding, but in practice it shifts the cognitive load from pure memorization to real-time spatial reasoning, which is far more interesting. Difficulty scales as you descend, and there is a stated hard cap on how brutal it gets, though the developer is honest that surviving long after that cap is its own unlikely achievement. Power-up items scattered across the stage introduce brief bursts of variance - a welcome injection of chaos when you have started to feel too comfortable with enemy patterns. The Steam leaderboard sits inside the game itself, which gives the whole experience a quiet competitive undercurrent without forcing it on you. Where the game earns genuine admiration is in its audiovisual identity. The cartoony-dark aesthetic, the ambient heartbeat that anchors every moment of play - these feel chosen with intention, not assembled from an asset pack. The Lithuanian Game Awards nominated it for best audio, and while it did not take the prize, that recognition from a small regional scene says something about how carefully the sound design was constructed. The visual style is top-down and grid-based, legible in a way that lets you focus on pattern reading rather than squinting at the screen. The honest caveats: this is a score-attack game at its core. If you need a destination, a story beat, or a build to optimize across runs, look elsewhere. The loop is tight and the session length is yours to dictate, but there is no scaffolding beyond the descent itself. It also has a relatively small player base, so the leaderboard competition is sparse. What you get is a handcrafted, solo-made thing that knows exactly what it is and does it with genuine care. Kai, Scout Team

We See You
CasualIndie

We See You

Aug 18, 2022Paulius Giniotis
GamerScout Says

If the idea of a heartbeat-synced descent into procedurally hostile darkness sounds meditative rather than stressful, this solo-dev oddity is worth your time. Crypt of the NecroDancer fans should take a serious look.

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Screenshots & Media

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About We See You

I kept coming back to We See You at odd hours, which is usually my private signal that something small has lodged itself properly under my skin. The premise sounds thin on paper: you are a pair of eyes, the world scrolls downward, enemies move on a grid, and the whole thing pulses to a heartbeat. One misread tile and you are dead. Try again. But the rhythm mechanic gives that loop a specific texture that most runners miss entirely. Every entity on screen, enemy or otherwise, moves on the same beat. Your own inputs queue one step ahead of that pulse. Once you internalize that contract, the game stops feeling like reflex training and starts feeling like reading sheet music at increasing tempo. The procedural generation keeps each run genuinely unpredictable. Layouts are seeded fresh every attempt, but the game also lets you save and revisit a specific seed if a particular run produced something you want to study. That is a small, thoughtful touch - the kind of thing a single developer adds because they actually play their own game. The pattern-assist overlay, which telegraphs where each enemy intends to step next, deserves special mention. It could have felt like hand-holding, but in practice it shifts the cognitive load from pure memorization to real-time spatial reasoning, which is far more interesting. Difficulty scales as you descend, and there is a stated hard cap on how brutal it gets, though the developer is honest that surviving long after that cap is its own unlikely achievement. Power-up items scattered across the stage introduce brief bursts of variance - a welcome injection of chaos when you have started to feel too comfortable with enemy patterns. The Steam leaderboard sits inside the game itself, which gives the whole experience a quiet competitive undercurrent without forcing it on you. Where the game earns genuine admiration is in its audiovisual identity. The cartoony-dark aesthetic, the ambient heartbeat that anchors every moment of play - these feel chosen with intention, not assembled from an asset pack. The Lithuanian Game Awards nominated it for best audio, and while it did not take the prize, that recognition from a small regional scene says something about how carefully the sound design was constructed. The visual style is top-down and grid-based, legible in a way that lets you focus on pattern reading rather than squinting at the screen. The honest caveats: this is a score-attack game at its core. If you need a destination, a story beat, or a build to optimize across runs, look elsewhere. The loop is tight and the session length is yours to dictate, but there is no scaffolding beyond the descent itself. It also has a relatively small player base, so the leaderboard competition is sparse. What you get is a handcrafted, solo-made thing that knows exactly what it is and does it with genuine care. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Heartbeat RhythmGrid-Based DodgingScore AttackPattern ReadingPermadeath RunnerSeed ReplayDark Cartoony

System Requirements

Minimum

OS
Windows 7, 10, 11
Memory
2 GB RAM
Storage
200 MB available space
Graphics
DX10, DX11, DX12 capable
Processor
x86, x64 architecture with SSE2 instruction set support

Reviews & Ratings

No ratings available

Game Info

Developer
Paulius Giniotis
Publisher
Paulius Giniotis
Release Date
Aug 18, 2022

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