Finals Week is a co-op action and adventure game set in a school during exam period. Players work together to pass tests without studying by relying on stealth, teamwork, and improvised cheating methods while avoiding detection by a patrolling teacher.
Gameplay
The core loop centers on navigating classrooms filled with other students who have prepared for the tests. Participants peek at nearby answers or temporarily disable uncooperative classmates to access information. Textbooks scattered around the environment serve as portable resources that can be carried and shared among the group.
Communication tools such as walkie-talkies, cellphones, and binoculars help coordinate efforts across the room. Players write answers on paper sheets that circulate among teammates or mark surfaces like walls and even other characters for quick reference. The teacher moves through the space and reacts to suspicious activity by launching erasers with high precision, forcing the group to stay mobile and coordinated.
Consequences for getting caught include various restraints that limit movement and visibility. Between exam sessions the group shifts to the school hall, where casual activities like basketball or baseball throwing provide brief breaks and opportunities to plan the next phase.
Game Modes
The primary experience revolves around surviving a sequence of progressively harder exams in shared classroom environments. Success depends on collective performance, with the entire group advancing or facing failure together. No separate competitive or solo modes appear in the available details.
The hall serves as an intermission area between exam rounds, allowing free movement and light interaction before the next test begins. This structure emphasizes repeated cycles of preparation, execution, and recovery within the same school setting.
Cheating Tools and Environment
Available items range from basic writing implements to electronic devices that extend line of sight and voice contact. Binoculars assist in spotting distant answers, while phones and radios keep distant teammates informed without drawing attention. The classroom layout includes desks, aisles, and hiding spots that reward careful positioning and timing.
Environmental interaction extends to marking any surface with answers, turning the room itself into a shared information network. Other students act as both obstacles and resources, since their prepared notes can be borrowed through observation or direct intervention.
Customization and Progression
Completing exams unlocks new clothing and accessory options for character appearance. These visual changes allow players to display personal style within the group without affecting core mechanics.
The system encourages repeated play sessions to collect different outfits, though the focus remains on the shared cheating challenge rather than individual power growth.
Is It Worth Playing?
The game targets players who enjoy cooperative stealth and party-style challenges built around humorous, high-risk teamwork. Its emphasis on coordination, quick thinking, and light environmental mischief suits groups looking for short, repeatable sessions rather than long solo campaigns.
Because the title remains in development with no public release date or player feedback available, any decision to play will depend on interest in the described co-op loop once it launches. The combination of action, adventure, and indie presentation positions it for audiences who prefer unconventional multiplayer concepts over standard genre formulas.