
It's 1973. You and three friends are breaking into a house.
The first one's just an old farmhouse outside town. Empty for years. People say it's haunted. You're going to find out.
You break in. You wreck the place. You take whatever's worth taking, and before you leave why not summon a ghost?
The game is built around recklessness. You don't sneak. You don't investigate. You smash furniture, light fireworks indoors, drink what's in the cabinet, hand spiked things to your friends and hope they take them. You're danger addicted. You're not trying to avoid the ghosts. You're trying to summon them. The more chaos you cause, the more attention the house pays you. That's how the entities come out.
There are twenty of them. Each shows up under different conditions. Some respond to noise. Some respond to drugs. Some respond to where you are and what you brought. You won't know which one you summoned until you bring proof back to Gus.
Gus runs the gas station out on the highway. The station is where every run starts and ends. You buy your supplies there, you bank your money there, you wait for your friends there, and when you come back from a house with something dragged out of it, Gus is the one who tells you what it was. Sometimes he pays you. Sometimes he just shakes his head and says you got nothing. There's a wall behind his counter with twenty empty slots. You'll fill it slowly. Some slots may never fill.
When you've done what you can with the farmhouse, the next house opens up. They get worse. Bigger, older, the things inside them harder to deal with. You can always come back to a house you've already been to. There's something at the end of the road none of you should be ready for.
The other half of the game is the four of you. Everything Gus sells can be tampered with before you hand it to someone. A beer can leave a teammate feeling more than a beer buzz when something comes through the wall. A cigarette can do something other than light. The supernatural is half the danger. The kid standing next to you is the other half.
Features
4-player online co-op. Playable solo. Best with three people you trust slightly less than you should.
A growing series of haunted houses leading somewhere specific.
20 entities. Four elemental categories. The order matters, and the order is a secret.
Real destruction. Real physics. The cleaner the house, the safer you are. Nobody keeps it clean.
Drugs and vices as mechanics. LSD changes what you see. Beer breaks what's holding you. Some things don't burn the way they should.
Sabotage. Craft items your friends can't tell from the real ones.
A collection no one finishes alone.
1973. No cell phones, no internet, no fucks given.
Fuck around. Find out.