Enter a haunted mansion and prepare to face the undead terrors that stalk the phantom halls! Squad up to survive the night using whatever you can find, but remember - you can’t kill what you can’t see, so be sure to bring a...
All Reviews:
Mostly Positive (26) - 73% of the 26 user reviews for this game are positive.
Release Date:
Mar 13, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early Access is a fantastic testing bed for the core game to determine which features are most desired and what people want to see next—Phantom Halls will be fully supported and iterated upon in the months ahead as we work towards a full retail build and reimagine more classic horror icons through the game's quirky satirical lens.”

Approximately how long will this game be in Early Access?

“We expect to be adding content to Phantom Halls in Early Access for around 12-18 months tops, looking towards Halloween 2018 for a full retail release.”

How is the full version planned to differ from the Early Access version?

“The full retail version of the game will have around 100 quests, 20 playable/unlockable characters, combinable and customizable weaponry, thousands of lines of dialogue, all manner of enviroments, platforming elements and hazards, dozens of enemy types, metroidvania-esq mansion maps and an archive of all your conquests and defeats. There will be various play modes (Free form adventure, Questing, Time Trails, etc) and we also hope to bring multiplayer to the game for the full version, whilst the Early Access offering is focused on the single player campaign.”

What is the current state of the Early Access version?

“This initial early access offering is a first look of what we hope to achieve with Phantom Halls, it's a fully playable procedurally generated horror-comedy game with a quirky cast of characters, memorable monsters, and quite the arsenal of weaponry to discover. While we're launching with just a handful of quests, we plan to add dozens more to the game along with all new features and deeper mechanics to eventually curate lengthy campaigns and quest chains to develop character arcs and explore the in-game narrative more deeply for the full release. Those enjoying the early access offering will get to see the world of Phantom Halls expand and the story unfold as we continually update the game content and explore new features based on community feedback.”

Will the game be priced differently during and after Early Access?

“The game is being offered at an exclusive early bird discounted price for folks who want to get in on the ground floor and join us on this journey as we expand the Phantom Halls mythos. We expect the final retail build to be easily double or triple the early access launch price, and may also increase pricing incrementally as substantial content updates are made on the road to retail release.”

How are you planning on involving the Community in your development process?

“We will be actively encouraging our players to engage with us over social media, through the steam community portals and directly over email to feedback on what they want to see more of in Phantom Halls, the most requested features, characters, monsters, weapons, gameplay modes, and themes will absolutely be prioritised. We've created a thrilling horror comedy adventure that we're excited to build on and we'd love to hear from the community as to what to add next!”
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Recent updates View all (22)

November 19

Patch Notes v0.5 - Player progression and character customization!

Seasons screamings, Slayers! (Sorry...)

As fall finally comes to a close and the streets are chillingly littered with the dead (leaves, that is), we're happy to present the long awaited Progression update, just in time for Thanksgiving!

With this update, you'll notice some of the characters that were previously unlocked to start have mysteriously disappeared from the character selection screen. But worry not! They'll soon be fighting by your side again should you be able to survive the horrors the Phantom Halls have to offer!

The Progression update finally adds persistent save data to the game (with full Steam Cloud support!), allowing you to earn skill points by completing missions and to spend them in order to unlock abilities to give you the upper hand against the horde! As the game continues to grow, we'll be introducing new abilities into the characters' skill trees, eventually allowing you to swap out and specialize the characters' special abilities!

This update also adds the ability to charge melee attacks, granting you bonus damage or knockback depending on the weapon type. Savvy Slayers can use the melee charge state, which locks characters in place, to allow a character to bravely face the horde while the rest of the party falls back.

Speaking of which, as different members of your squad attack a single enemy in quick succession, their attacks will grant a small "Combo Attack" damage bonus, culminating in a 30% damage bonus after all three characters have contributed to a combo. Kill an enemy with a combo attack, and, well, you'll see ;)

Lastly, we've begun work on adding elemental effects which we'll be expanding on in future versions. Bodies of water can now be encountered during your quests, water-logged basements, and small creeks in the forests, which drench your characters (and enemies too!) putting out any fire-based conditions that might be affecting them. In the future, we'll be introducing more of these environmental conditions and coming up with creative ways of exploiting the elements to dispatch your enemies in unexpected ways.

The update's also stuffed to the gills with other bug fixes and improvements ranging from Dualshock 4 support, to an improved level generation strategy, and even a player-requested controller detection toggle. (We're listening, folks!)

Thank you again for continuing to support the game, and we're excited to hear your feedback on these new features on our game's discussion boards!

Until next time, RIP!

  • Implemented the in-game progression system. By undertaking quests, you can now earn skill points, which can be used to customize your characters via a skill-tree. Quests can also award unique bonuses, like character unlocks, additional quests, and more!
  • Added combo attacks, which are triggered automatically when different characters attack the same enemy within a short period of time. Each stack of the combo grants +10% damage bonus, up to 3 stacks, after which the combo is reset.
  • Added the ability to charge melee weapons by holding down the attack button. Generally, bladed weapons will grant additional damage when charged, while blunt weapons will grant additional knockback chance.
  • Added the ability to delay throwing items by holding the attack button down, similarly to charging a melee attack.
  • Added the ability to fire the SMG full-auto by holding down the attack button.
  • Added the ability to hit some projectiles back. For instance, skeleton bones can be hit back with blunt weapons.
  • Added a chance that basement areas will be waterlogged. Water also now appears in the Forest area, and grants the "Wet" condition, which can be used to extinguish burning enemies.
  • Improved player character ragdolling.
  • Added support for Dual Shock 4 controllers.
  • Added a toggle for the dynamic control switching, allowing players to force Keyboard or Joystick controls, or to automatically switch between the two like in previous versions of the game.
  • Added the ability to cancel out of most game menus with Escape or the controller's cancel button.
  • Fixed an issue in the inventory screen where swapping an equipped item into a different position with an item would unequip it.
  • Adjusted the behavior for quest-related room placement in certain quests, and generally improved the level generation so that floor transitions are spaced more reasonably.
  • Fixed triggers being broken in the DIY Hard quest, preventing the Hillbilly's dialogue from playing.
  • Fixed an issue with looting quest conditions sometimes causing a level generation failure.
  • Adjusted Gargoyle so that it is slightly easier to approach.
  • Clowns now throw three balloons at once and cooldown for a longer period of time so that they don't end up running right alongside them.
  • Adjusted rotation of melee weapons so that they fit better in characters' hands.
  • Resized the Tape Reel in Cabin missions.
  • Added basements floors to certain quests.
  • Adjusted lights on Basement and Conservatory areas.
  • Added failsafe if a character is falling for more than 5 seconds, which could potentially happen if barricades were spawned in certain positions.
  • When quitting the game during gameplay, you're now returned to the character select screen instead of the title screen.
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November 10

Patch Notes! v0.4 - Break down the doors and barricade the halls!

Major game play overhaul for all you slayers out there!

  • Added the ability to push furniture over to create barricades that can be used as a buffer against hordes of enemies. Barricades can also be climbed, allowing your party to pop off shots from a higher vantage point.
  • Added the ability to force doors open by attacking them, stunning anyone caught behind them. You can also see one room ahead of you, so that you can use this new ability to gain the upper hand at the start of a fight.
  • Improved the enemy AI so that they seek out noises made by the character if they aren't in combat. Running around, firing guns, and slamming doors open will attract enemy attention. Enemies now display their current alert status, emoting an ? when they've noticed something suspicious, and an ! when they've sighted an enemy and are engaging in combat.
  • Added sneak attacks, which are triggered if an enemy is attacked on the back while they aren't engaged in combat. Sneak attacks deal 1.5x damage and don't reduce melee weapon durability.
  • Added the Molotov Cocktail, which can be hurled to engulf a small area in flames which grant an damage-over-time effect that slowly burns characters and igniting characters they touch as well. Flares and Torches also grant the burning effect, so take care to keep your distance when attacking enemies with these weapons.
  • Overhauled the Gargoyle enemy, giving it the ability to fly around and launch powerful fireballs at its foes.
  • Overhauled the Evil Doll enemy, giving it the ability to demonically levitate and hurl itself at its foes.
  • Overhauled the Clown enemy, giving it the ability to toss a deadly red balloon.
  • You can now peek left/right while hiding in a closet, allowing you to check to see if the coast is clear before you exit.
  • Revised the aim controls on the joypad so that they crosshair is anchored to the lead character in your party, and allowing quicker adjustments to aim. The old crosshair functionality can be used by holding the Left Trigger, and optionally, the old crosshair functionality can be toggled as the default in the Options screen.
  • Added an option to adjust joypad aim sensitivity while using the old aim controls.
  • Added the ability to start a quest with less than the maximum party size for a quest.
  • Added an adjustable screenshake to punctuate certain ingame actions.
  • Added a new slow motion effect, which is triggered at certain ingame events.
  • Character control now shifts to second character if the first is busy.
  • Fixed Character slots in the Inventory screen not properly updating when an item that was equipped on a character was equipped onto someone else.
  • Added various new lootable containers, such as ammo boxes and medical kits, that contain specific sets of items.
  • Enemies now spawn on the same floor as you during the mansion escape.
  • Added visual and audio cue for when a shot has killed an enemy.
  • Zombie's Undead buff now only applies to ranged, projectile based attacks, allowing them to be hurt by special attacks and conditions.
  • Fixed a bug where flying characters still had a small bit of gravity applied to them, causing ghosts to appear to spawn very far underground.
  • Using the Flashlight now calls out the Illuminated buff add.
  • Extended the Jock's Defensive Line animation to correspond to the increased duration of the ability.
  • Added extra distance to Flying Beetle's fly move.
  • Adjusted ragdoll rules to make them more dynamic.
  • Ghost ragdolls now float.
  • Revised visuals on flares.

RIP folks!
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About This Game

Enter a haunted mansion and prepare to face the undead terrors that stalk the phantom halls! Squad up to survive the night using whatever you can find, but remember - you can’t kill what you can’t see, so be sure to bring a flashlight…

With fast-paced, action-packed gameplay and a 3D papercraft visual motif, Phantom Halls sees players take on the roles of multiple characters at once - with each character’s actions assigned to a different key. It’s a real-time Worms with the procedurally generated chaos of Spelunky!

Currently in Steam Early Access, the game will be updated regularly with new features and content. Incendium will work directly with the community to prioritise updates and refine the game’s direction.

The Early Access edition includes a free Evil Dead 2 licensed content pack, allowing them to play as the groovy hero from the sky, Ash Williams with his chainsaw and boomstick on hand (or stump!) to saw and blast through a series of unique Evil Dead 2 inspired quests being added throughout the Early Access period - start today by facing off with Evil Ash in 'Are you talking to me?' !

System Requirements

    • OS: Windows XP SP2+
    • Memory: 2 GB RAM
    • Graphics: Dedicated GPU with 512MB of VRAM and SM 3.0
    • DirectX: Version 9.0c

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