
Content Warning
Film your friends doing scary things to become SpöökTube famous! (strongly advised to not go alone)
Launched on April 1st, 2024

Film your friends doing scary things to become SpöökTube famous! (strongly advised to not go alone)
Prototype sample data: the rating and review count come from the written sample reviews below, and the follower count is derived from the game's own row so it stays put between reloads. None of it is real user data.
Film your friends doing scary things to become SpöökTube famous! (strongly advised to not go alone)
The original listing, then every content update Content Warning has shipped since.

Film your friends doing scary things to become SpöökTube famous! (strongly advised to not go alone)
Launched on April 1st, 2024
Update Apr 1, 2026
Update May 2, 2024
Update May 2, 2024
Update Apr 14, 2024
Update Apr 10, 2024
Update Apr 9, 2024
Update titles, dates and links are real Steam announcements, captured once and stored with the catalog; routine hotfixes are filtered out. The vote count beside each one is the prototype's own counter, not anything Steam reports. Every game's updates →
The developer's own words about Content Warning — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Content Warning, this is where you get to say what it is in your own words.
Based on 27 reviews
Inert in this prototype — nothing you write would be stored.
The camera is what reviewers single out: giving one player the job of filming turns everyone else's stupidity into content, and the review-the-footage sequence at the end of a run gets described as the actual game more than once. Reviewers repeatedly praise how quickly it teaches itself and how well it works as a one-night purchase for a group that has never played together. The recurring complaint is longevity — most say the loop thins out after a handful of sessions — and the newer framing rules divide people, with several noting their old shaky-cam habits now produce noticeably worse takes. Price comes up as the thing that settles the argument.
Summarized for this prototype from the sample reviews below.
1 review
Watching the footage back together at the end of a run is the best closing ritual any of these games has. You spend twenty minutes in a hole doing something idiotic and then you all sit and watch a badly framed record of it, and the second viewing is funnier than the first. Handing one person the camera also creates a real role without a class system or a loadout screen.
The framing rules after the camera patch punish exactly the instincts everyone built up before it. Panning wildly now tanks the upload, so someone has to stand still while something is happening, which means being the one who does not make it back. It is a better design and it needed a much clearer explanation in-game.
R.E.P.O. gives you more per session and this gives you a better ending. If your group only plays once, this is the one that produces a story you will all retell.
1 review
Five dollars and no tutorial. We bought it in a group chat at eleven at night, everyone was in a dive within ten minutes, and nobody had to be told what the objective was because it is in the premise. For a group that assembles rarely and has to be productive immediately, that is worth more than depth.
It runs out. Around the fifth or sixth session you have seen the monsters, the upload targets stop feeling like a goal, and the runs start rhyming. The dive layouts do not vary enough to carry a weekly slot, and there is no reason to chase a higher score once the group has had its good night.
Lethal Company is the game you keep, this is the game you have. Both are correct purchases, and if you can only make one of them happen, the cheap one that everybody agrees to instantly is often the one that actually gets played.
1 review
The best runs are the ones where the camera operator dies on camera, and the game is quietly built to make that happen. Once a group works out that surviving is worth less than a good shot, the whole thing tips into deliberate stupidity, and the upload score stops being a target and becomes a punchline. Proximity chat carries most of that.
Stability with a full group is patchy — we get the occasional desync where someone's footage does not match what the rest of us saw, which is very funny once and annoying the fourth time. Camera battery management is also more fiddly than it needs to be for a game this loose.
Murky Divers has a similar shape and a better sense of place, but nothing in it beats the shared act of watching your own bad decisions played back. This one wins on the ending, every time.
1 review
It survives a group with completely mixed skill because filming is a job anyone can do. Our friend who does not really play games has been the camera operator every session since, and she is the most important person on the team. No shooter, no stamina, no mechanical skill floor at all.
Rotating the camera is essentially mandatory and the game never says so. If one person holds it every run they end up watching everyone else have fun, and it took us three sessions to realise that was why she stopped joining. A suggested rotation, or any prompt at all, would fix it.
PEAK asks more of everyone and rewards it. This asks nothing of anyone, which is exactly why it works for a mixed group and exactly why it does not last as long.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.