About the game
Eight hospital workers take on a single shift, roughly 25–35 minutes long. Patients turn up on their own, arrive by private car, or come in through an emergency call the team has to handle itself. Every case runs through the same chain — call, pickup, triage, diagnosis, treatment, discharge — and the pressure comes from running several of those chains at once while beds, tools, and medicine run short.
The tone is organised chaos and slapstick rather than medical realism. The conditions are fictional, the readings are readable at a glance, and the comedy comes from stretchers that will not corner, doors that jam, and patients who wander off. The inspiration is the tension of a co-op kitchen game, moved into a first-person hospital.
A shift, step by step
- Pick a role in the lobby and build out the hospital you are going to run.
- Take the emergency call at the phone and dispatch the crew.
- Drive the two-seat ambulance across the city to the pickup.
- Stabilise the patient, load the stretcher, and bring them back.
- Run pulse, temperature, and symptom triage into a green, yellow, or red category.
- Move them to an ER bed, run vitals and X-ray, and commit to a diagnosis.
- Apply the treatment, watch the condition, and discharge them.
- Close the call and take the next one before the clock runs out.
What is in it
Eight roles, no locks
Dispatcher, triage nurse, diagnostician, ambulance driver, paramedic, ER doctor, surgeon, and support. Each role grants a bonus and a live priority task, but every player can perform every action.
Build your own hospital
A new hospital starts genuinely empty. The team spends its funds on beds, diagnostic stations, and equipment between days, and that layout carries across the whole campaign.
Drivable ambulance and city
A replicated two-seat ambulance, a city with traffic, lights and pedestrians, a world map, and pickups that can land anywhere on the grid.
Hands-on procedures
Short world-space mini-games sit on the actual prop — injections, defibrillation, sutures, scans — instead of taking over the screen.
Several patients at once
The shift escalates from single arrivals to overlapping cases and a full emergency that needs the whole team, with a shift grade and stats at the end.
Shared campaign save
Days are played on one shared hospital profile, so progress, funds, and everything the team has built persist between sessions.
Product details
| Title | Hippocratic Chaos |
|---|---|
| Type | Video game (PC) |
| Genre | First-person online cooperative simulation |
| Players | 1–8, online co-op |
| Session length | Approximately 25–35 minutes per shift |
| Platform | Windows PC |
| Engine | Unreal Engine 5 |
| Online services | Epic Online Services (EOS) for sign-in, session discovery, relay networking, and proximity voice chat |
| Language | English |
| Developer and publisher | Connect I.T E.E, Xanthi, Greece |
| Status | In development |
Developer and publisher
Hippocratic Chaos is developed and published by Connect I.T E.E, a company registered in Greece and based in Xanthi. Connect I.T E.E is the party responsible for the game, for this website, and for the handling of player data described in our privacy policy.
This site, hippocraticchaos.com, is owned and operated by Connect I.T E.E. The company also operates connectit.gr, its corporate site. Mail sent to our hippocraticchaos.com address reaches the same company that publishes this game.
Xanthi, 67100, Greece
Contact: info@hippocraticchaos.com
Company website: connectit.gr
Game website: hippocraticchaos.com
Legal
- Privacy Policy — what data Hippocratic Chaos handles, why, and your rights over it.
- End User License Agreement — the terms under which you may install and play Hippocratic Chaos.
Hippocratic Chaos is a work of fiction. Its conditions, treatments, characters, and hospital are invented, and nothing in the game is medical advice.