Roadmap

Built in the open. Progress comes straight from what we ship.

Demo

Dec 1, 2026

1 of 2 shipped

The core loop, end to end: take a contract from the world map, travel to one haunted location, gather evidence, identify the entity using folklore, and get out alive. One location, a starting set of entities, solo or small co-op.

Playtest

Jan 1, 2027

A wider slice for feedback: two to three locations, more entities and folklore, full party co-op with leader-driven contract reservation, and the home base between jobs. Emphasis on stability and moment-to-moment feel.

Early Access

Feb 1, 2027

The Steam Early Access launch: multiple locations and entities, first-person investigation, progression between contracts, options and accessibility settings, and the foundation to grow with player feedback.

Tutorial MVP

A static house, a random contract, and a guided tutorial that teaches the core loop start to finish. Completing it gates signing into the multiplayer server.

Shipped 1

Demo

Ghost & Folklore Data System

The data foundation the whole game runs on: ghosts defined by evidence, moral character, cause and age of death, and folklore, spread across every region. A registry serves them at runtime, with an in-editor browser and generators to author and balance them. New hauntings are data, not code.

Shipped Aug 2026

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In progress 1

Demo

World map, office, and the contract loop

The playable core: the home office you work from, an intro, and on-site investigations, tied together by a world map where you pick and accept contracts. Includes first-person movement and the contract and ritual systems that drive each job.

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Planned 0

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