Haunted House Director

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You don’t survive the haunted house. You run it. Haunt a cast who think, argue, and panic on their own. Feed on their fear, grow your ghost, and direct the night until they break. No two hauntings go the same way.

The movie is already happening. Your job is to make it terrifying.

The cast enters the scene. They have their own reasons for being there, their own friendships, grudges, and fears. They are going to talk, explore, flirt, argue, and get bored whether you do anything or not.

You are not one of them. You are the thing in the walls.

Haunted House Director is a 2D strategy and simulation game where you never control the cast. You only change the circumstances: a knock from the next room, a whisper of someone’s name, a lamp that dies at the worst possible moment. Every scare feeds you. Every bit of fear you earn buys a bigger one.

Nobody takes orders. Everybody makes choices.

Each cast member runs on their own personality, fear level, and beliefs about what is going on. The skeptic dismisses the first bang. The coward wants to leave now. The curious one goes into the dark room alone. Hover over anyone to see what they are doing and, more importantly, why.

Your goal is not a kill count. It is a story. Split the group. Isolate the brave one. Let suspicion become unease, unease become dread, dread become flight. The same house, the same cast, and the same ghost will give you a different movie every night.

Grow your ghost

You start as a shade that can barely rattle a cupboard. Fear is your fuel and your experience. Spend it on new powers, tie your spirit to a room, send it to disturb the furniture, and claim the light as contested ground.

Cozy to look at. Cruel to live in.

Warm pixel art, soft lamplight, a house you would want to visit. Real-time shadows and room-by-room darkness that the cast actually reads and reacts to. The comedy is dark and the outcomes are blunt.

  • Indirect control: shape the situation, never the people

  • A living cast with personalities, relationships, fear bands, and visible reasoning

  • Fear as both score and resource: every scare pays for the next

  •  One evolving ghost with a skill tree that persists across nights

  •  Light and darkness that matter: lamps, flicker, and rooms the cast won’t enter

  •  No two nights play the same way

All screenshots and footage are from an early build and do not represent final quality. Features, art, and content are subject to change.