ABOUT THIS GAME
HAUNTER is a 2-bit haunting game. You are the ghost of the Hotel Vestibule. By night, drift through single-screen floors and scare the guests - skeptics, scaredy-cats, heavy sleepers and party crowds - to harvest influence and aggro. Spend influence by day on a poltergeist ability ladder: Flicker, Slam, Whisper, Possess, Rage. But fear draws the Paranormal Cleanup Crew: trackers with EMF trills, flashlight beam-locks, salt circles, warded rooms and, by night six, a priest. Get netted and it is a mashing struggle for freedom before the drag to the containment van. Survive all seven nights and the hotel is yours.
KEY FEATURES
2-Bit Discipline
Exactly four colors. The ghost is always the brightest thing on screen - visibility itself is part of the tension.
Exactly four colors. The ghost is always the brightest thing on screen - visibility itself is part of the tension.
Haunt for Power, Fear Brings Hunters
Every scare pays influence and raises aggro. Fill the aggro bar early and the hunters come early. Greed is the difficulty dial.
Every scare pays influence and raises aggro. Fill the aggro bar early and the hunters come early. Greed is the difficulty dial.
Guest Variety
Scaredy-cats panic instantly for small change, skeptics need real work, sleepers must be lured awake with Whisper, party guests are loud aggro bombs.
Scaredy-cats panic instantly for small change, skeptics need real work, sleepers must be lured awake with Whisper, party guests are loud aggro bombs.
Five-Floor Hotel
Penthouse to boiler room, one screen per floor, connected by an elevator spine. The lobby is where hunters enter - and where the van waits.
Penthouse to boiler room, one screen per floor, connected by an elevator spine. The lobby is where hunters enter - and where the van waits.
Escalating Defenses
Hunters multiply each night and the hotel arms itself: salt circles, warded rooms, faster trackers, and a priest on night six.
Hunters multiply each night and the hotel arms itself: salt circles, warded rooms, faster trackers, and a priest on night six.
Capture, Not Health
You are already dead. Losing means being beam-locked, netted, and dragged to the containment van - mash to break free before the doors slam.
You are already dead. Losing means being beam-locked, netted, and dragged to the containment van - mash to break free before the doors slam.
Seven-Night Campaign
A fixed arc from Flicker to full poltergeist. Win by surviving night seven; score is nights survived plus total fear caused.
A fixed arc from Flicker to full poltergeist. Win by surviving night seven; score is nights survived plus total fear caused.
GAMEPLAY
Perspective
Top-down single-screen floors
Focus
Steep stealth-haunting with floaty movement
Players
Single player
Native Resolution
384x216