Compare White Noise Online prices across 50+ stores and find the best deal. Developed by Milkstone Studios. Published by Milkstone Studios. Released on 5/22/2014. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie.

Four investigators, one flashlight each, and something called Subject 23 hunting you through the dark - a Slender-formula co-op horror that earns its atmosphere but is brutally honest about its own limits.

My honest first impression of White Noise Online was that Milkstone Studios had taken the Slender-page-collecting loop, dropped it into cooperative play, and then asked: does shared fear feel better than solo dread? The answer is sometimes yes, sometimes not. What the game gets right is atmosphere. The sound design does real work here - the distant hum of a tape recorder somewhere across a fog-thick map, the way Subject 23's aggression quietly escalates with every cassette you retrieve, the green sanity-drain tint that creeps in when you linger near an Idol totem for too long. These are small touches from a small team, and they land. The loop itself is simple by design. Up to four investigators spread across six scenarios - forests, bunkers, an indoor Chateau - hunting eight tape recorders before Subject 23 finds you. Your only tools are a flashlight with a battery that dims under sustained use, and a short sprint that chips away at your sanity cap permanently the more you use it. That sanity system is quietly interesting: investigators with a depleted cap start hearing sounds that do not correspond to the creature or any tape recorder, a paranoia layer that most people will not even notice exists until it happens to them. The replay screen at the end of each run, which traces exactly where every player wandered and how gloriously confused they were, is one of the most charming post-session features in any game at this price tier. Here is where honest reporting matters: the playerbase is essentially ghost-town quiet. Concurrent players are counted in single digits on most days. If you cannot arrive with three friends, solo play exists but strips the cooperative tension that makes this more than a Slender clone. The maps are large enough that a solo investigator simply trudges. On low difficulty the creature barely threatens; crank it to Nightmare and the experience sharpens considerably, but that difficulty spike is steep. Map legibility was flagged by the developer themselves during production - too much visual sameness makes navigation feel arbitrary rather than suspenseful. It is a problem that never fully went away. The 15-plus investigators each carry distinct stat spreads - some move faster, some have longer-lasting flashlight batteries, some have a higher bravery threshold that lets them stare down Subject 23 longer before the kill-trigger fires. That last mechanic, where direct eye contact with the creature both stalls and slowly murders you, is the game's best idea. It creates a moment-to-moment tension specific to this game and nothing else in the genre. For the right group of friends, in the dark, headphones on, that mechanic alone justifies an evening. The sequel, White Noise 2, has since superseded this game in almost every technical and mechanical respect, and is the version most players will prefer. But White Noise Online carries a different weight - it is spare and unadorned in a way that the sequel's 4v1 asymmetry is not. Kai, Scout Team

White Noise Online
AdventureCasualIndie

White Noise Online

May 22, 2014Milkstone Studios
GamerScout Says

Four investigators, one flashlight each, and something called Subject 23 hunting you through the dark - a Slender-formula co-op horror that earns its atmosphere but is brutally honest about its own limits.

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About White Noise Online

My honest first impression of White Noise Online was that Milkstone Studios had taken the Slender-page-collecting loop, dropped it into cooperative play, and then asked: does shared fear feel better than solo dread? The answer is sometimes yes, sometimes not. What the game gets right is atmosphere. The sound design does real work here - the distant hum of a tape recorder somewhere across a fog-thick map, the way Subject 23's aggression quietly escalates with every cassette you retrieve, the green sanity-drain tint that creeps in when you linger near an Idol totem for too long. These are small touches from a small team, and they land. The loop itself is simple by design. Up to four investigators spread across six scenarios - forests, bunkers, an indoor Chateau - hunting eight tape recorders before Subject 23 finds you. Your only tools are a flashlight with a battery that dims under sustained use, and a short sprint that chips away at your sanity cap permanently the more you use it. That sanity system is quietly interesting: investigators with a depleted cap start hearing sounds that do not correspond to the creature or any tape recorder, a paranoia layer that most people will not even notice exists until it happens to them. The replay screen at the end of each run, which traces exactly where every player wandered and how gloriously confused they were, is one of the most charming post-session features in any game at this price tier. Here is where honest reporting matters: the playerbase is essentially ghost-town quiet. Concurrent players are counted in single digits on most days. If you cannot arrive with three friends, solo play exists but strips the cooperative tension that makes this more than a Slender clone. The maps are large enough that a solo investigator simply trudges. On low difficulty the creature barely threatens; crank it to Nightmare and the experience sharpens considerably, but that difficulty spike is steep. Map legibility was flagged by the developer themselves during production - too much visual sameness makes navigation feel arbitrary rather than suspenseful. It is a problem that never fully went away. The 15-plus investigators each carry distinct stat spreads - some move faster, some have longer-lasting flashlight batteries, some have a higher bravery threshold that lets them stare down Subject 23 longer before the kill-trigger fires. That last mechanic, where direct eye contact with the creature both stalls and slowly murders you, is the game's best idea. It creates a moment-to-moment tension specific to this game and nothing else in the genre. For the right group of friends, in the dark, headphones on, that mechanic alone justifies an evening. The sequel, White Noise 2, has since superseded this game in almost every technical and mechanical respect, and is the version most players will prefer. But White Noise Online carries a different weight - it is spare and unadorned in a way that the sequel's 4v1 asymmetry is not. Kai, Scout Team

Tags

singleplayermultiplayercooponline-coopcross-platformachievementscontroller-supporttrading-cardscloud-savestier:sub-5Slender-InspiredSanity Mechanics4-Player Co-opCreature StalkerTape CollectorNightmare DifficultyPost-Match ReplayCharacter PerksGhost Mode

Steam Deck & Linux

ProtonDB Bronze

Runs on Linux but with crashes or issues. Based on 4 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
DirectX 10 capable hardware
Processor
Dual Core processor

Recommended

OS
Windows 7 or newer
Memory
4 GB RAM
Network
Broadband Internet connection
Graphics
GeForce 460 or better
Processor
Quad core processor

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Game Info

Developer
Milkstone Studios
Publisher
Milkstone Studios
Release Date
May 22, 2014

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What platforms is White Noise Online available on?

White Noise Online is available on PC, Mac, Linux.

When was White Noise Online released?

White Noise Online was released on 22 May 2014.

Who developed White Noise Online?

White Noise Online was developed by Milkstone Studios.