A living facility rearranges rooms behind you. Co-op horror for 1–4, 8, or 16 — it only wants you to hold still.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“MISPLACE is a systemic co-op horror game where there's no monster — the building itself is the enemy. Systems like that only prove themselves with real crews playing together: where the tension lands, where difficulty and fairness break down, how co-op holds up over the open internet. This game has been shaped by live playtesting from day one, and Early Access lets us keep that loop going in the open — building the rest of the game around how people actually play it instead of guessing. We want players in the facility with us while we get it right.”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access for roughly 9–12 months. That's an estimate, not a deadline — if the game needs more time to reach the depth and polish we're aiming for, we'd rather take it than ship to an arbitrary date.”

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

“The core loop is already here: descend into the facility, complete your objectives, and extract while the building wakes up and rearranges itself around you. For the full version we plan to broaden that foundation. We plan to add more equipment and tools for the crew, a deeper progression and contract system for run-to-run variety and modifiers, additional objective and hazard types, and more of the handcrafted 'Custodian' campaign floors alongside the procedural mode — plus new facility themes, secrets, and continued tuning of pacing, difficulty, and the building's behavior. We also plan to expand accessibility, controller support, and language options. We plan to grow the game's scope based on what the community responds to most, so these intentions may evolve as we learn.”

What is the current state of the Early Access version?

“MISPLACE is fully playable solo and in 1–4 player online or LAN co-op, with a complete loop from start to finish. You ride a lift down into a procedurally generated, multi-story facility; work through repair, retrieval, scan, and coordination objectives across keycard clearance bands; survive systemic hazards — flood, fire, gas, electrical, lockdown, blackout — that always warn before they harm; and extract by lift as the building turns hostile and reshuffles rooms behind you. It includes four difficulty tiers, proximity voice chat, lifetime records and achievements, readable in-world documents, hidden rooms, and both a procedural mode and the first floors of a handcrafted campaign. It's a substantial, stable build — but it is in active development, so expect some rough edges, ongoing balance changes, and content and online-play hardening that will continue throughout Early Access.”

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

“We plan to gradually raise the price as we add content and features and approach the full release. Buying during Early Access will always be the best value for supporting the game while it grows.”

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

“This game has been built hand-in-hand with live playtesters from the start, and we plan to keep that at the center of development. We plan to gather feedback and bug reports through the Steam Community Hub and discussion forums and through ongoing co-op playtest sessions, watch how real crews actually play, and fold what we learn into regular updates. We plan to share what we're working on and take player input on difficulty, fairness, new hazards and objectives, and priorities for equipment and progression. Player reports on balance and on how the building 'feels' to play against directly guide what we change.”
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This game is not yet available on Steam

Planned Release Date: Q3 2026

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About This Game

You are contract labor. The job is simple: get in, retrieve the device, get your crew back out. The building would prefer you stayed.

Project MISPLACE is a co-op environmental-horror shift set inside the proving ground of an Adaptive Structures Program — a facility engineered to heal its own concrete, reroute its own power and water, and reconfigure its own walls on demand. It has woken up. The intelligence that runs it, the CUSTODIAN, has one mandate: CONTAINMENT ABOVE ALL ELSE. It is not cruel. It is a collection. It was only ever asking you to stay still enough to be kept.

Three ways to clock in

  • DESCENT — the classic run. 1–4 crew, one shift: repair, retrieve, scan, coordinate, extract.

  • PHANTOM — up to 8 players. One of you is cast as the Phantom: a knife, a black suit, and clearance the crew doesn't have. The crew escapes one at a time at scattered lifts — if they live long enough to find them.

  • 100 ROOMS — up to 16 players. A hundred rooms, no tasks, no way out. Knives for everyone, firearms for the lucky. Last one alive wins. The traps stay on.

The building is awake

  • It rearranges rooms nobody is standing in. Objectives relocate; they are never lost.

  • "Please disregard any corridors that were not there a moment ago. Reconfiguration is scheduled and supervised."

  • Stop learning the layout. Learn the behavior.

Your shift

  • Start outside at night — moonlit clearing, crew van, a ground hatch that seals behind you.

  • Repair, retrieve, scan, and coordinate switch tasks across a procedurally generated multi-story facility.

  • Reach the extraction lift and board it together — it leaves when every living crewmate is aboard.

  • Downed crew bleed out slowly; teammates can stabilize you before the clock runs dry. Rumor says the facility's cloning vats can bring a crewmate all the way back — if you bring them what they need. A full wipe ends the run.

It does not send a monster

  • The Custodian is an adaptive event director. It reads your noise and your separation, escalates by phase, and saves up for expensive moves.

  • There is nothing to outrun. The building itself is the threat.

Split up or stay together

Spread out and you finish faster — and the building reads your separation and saves up for something expensive. Cluster together and you're slower, louder, easier to surround. Proximity voice chat means teammates fade in as you close the distance and vanish when the building cuts you apart — and there's text chat for when you don't trust your voice. Go down and you don't die alone — you spectate the crew until they extract or the last of you falls.

Light is a trap

  • Every light you turn on is a light it can see by. Progress and exposure are the same action.

  • "The lights are off so the building can concentrate. Please hold." It kills the lights to listen.

  • Your flashlight runs on batteries, and batteries run out. Spares are wherever the building left them.

Know the wind-up

  • Systemic hazards with real counterplay, each telegraphed before it strikes: floods you swim through (mind your oxygen), fire, gas, live electrical water, lockdowns, saw blades, steam vents, laser arrays, descending ceilings, spike beds, pendulums, guillotine gates, crumbling floors, lethal pits.

  • The building also keeps game rooms. Red light, green light. Four square. Parkour galleries. It learned them from watching you. It does not play fair.

  • Keycard CLEARANCE BANDS gate the depths — WHITE, BLUE, RED, BLACK. The doors want to open the deeper you go.

  • MUSTER STATIONS are pre-retrofit concrete rooms it cannot reshape or see into. Safe inside. Besieged at the threshold.

  • If you hear the building draw breath — move.

Every shift is a different building

  • Every match is procedurally generated and never repeats — there is no layout to memorize.

  • STANDARD, MANIA, NIGHTMARE, and INSANITY tiers that genuinely rebuild the facility — bigger, meaner, honest room counts. The higher tiers hide things this page will not spoil.

  • Dozens of handcrafted rooms seed through the shuffle — archives, mailrooms, machine shops, a morgue, and a few the manifest refuses to name.

  • DEEP SHIFT descents, DAILY and WEEKLY runs with leaderboards, CONTRACT modifiers, post-run scorecards, and seed replay.

  • 30+ achievements, 100 hidden named rubber ducks, and readable in-world documents that tell you more than the Custodian will.

Getting a crew together

  • Solo: pick Solo from the menu — every objective is completable alone, if you're brave enough.

  • Steam: HOST PUBLIC lists your lobby in the PUBLIC GAMES browser for anyone to join. HOST PRIVATE keeps it invite-only — friends join with the short lobby code or a Steam invite.

  • No Steam: hosting still hands you a join code — it punches through most networks and falls back to a relay, so it works even behind CGNAT, with no port-forwarding required.

  • LAN: the host shares the local IP shown in the lobby; others pick Join and enter it. Direct IP and Tailscale also work.

  • Pick the mode in the lobby — DESCENT, PHANTOM, or 100 ROOMS — along with difficulty and contracts.

This is a public Beta

You're among the first people outside the build to play it. Some things are rough, a few are unbalanced, and some systems are still being hardened with full lobbies on real hardware. That's exactly what I need you for. Tell me:

  • What broke, what confused you, what felt unfair.

  • Did the first few minutes make sense?

  • How did online play hold up — connection, voice, text chat, spectating?

  • PHANTOM and 100 ROOMS are brand new — how do they feel with a real lobby?

  • Did the building ever genuinely get under your skin?

Leave feedback in the comments, or come find the crew on Discord:

Platforms & specs

  • Windows 10/11 (64-bit) — unsigned build; allow it past SmartScreen ("More info" → "Run anyway").

  • macOS — universal build; right-click → Open on first launch.

  • Playable in English, Spanish, and French.

  • Runs on modest hardware; a Compatibility renderer option is available for lower-end machines. Built in Godot 4.7, PSX-era low-poly with a VT323 CRT terminal interface.

Download it, bring a crew, and stay a while. Indefinitely.

"SHIFT COMPLETE. ALL CLEARANCES RESCINDED. PLEASE PROCEED TO EXTRACTION."

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

What type of code?

Game logic, UI systems, audio management, and narrative engine code written in Python with PySide6.

How are you using it?

AI (Claude) was used as a coding assistant during development. The developer directed all features, reviewed all generated code, tested functionality, and made final implementation decisions. The AI assisted with writing and debugging code based on human specifications.

(AI was used as a coding assistant. All code was human-reviewed, tested, and approved before implementation. The game is offline single-player with no features that could enable malicious use.)

Mature Content Description

The developers describe the content like this:

This game contains mature themes including:

- Psychological horror and existential dread
- Depictions of guilt, trauma, and gaslighting
- A missing person investigation with implied violence
- Infidelity and marital conflict
- Characters experiencing identity crises and mental distress

Recommended for ages 16+

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.4 GHz (Intel i3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 / integrated graphics (Intel HD 4000+)
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 11
    • Processor: Quad-core 3.0 GHz (Intel i5 or equivalent)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    • Storage: 2 GB available space
    Minimum:
    • OS: macOS 11
    • Processor: Dual-core 2.4 GHz (Intel or Apple Silicon)
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 / integrated graphics
    • Storage: 2 GB available space
    Recommended:
    • OS: macOS 13
    • Processor: Quad-core 3.0 GHz (Intel or Apple Silicon)
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    Minimum:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.0 (64-bit)
    • Processor: Quad-core x86_64 — Intel Core i5-4460 / AMD Ryzen 3 1200
    • Memory: 4096 MB RAM
    • Graphics: Vulkan 1.2-capable GPU with 2 GB VRAM — GTX 750 Ti / Radeon RX 560 class (the game defaults to its LOW preset on first boot)
    • Network: Broadband Internet connection
    • Storage: 1500 MB available space
    • Sound Card: Any PulseAudio/PipeWire-compatible device (or leave blank — it's optional)
    • Additional Notes: Vulkan is required for the default renderer; an OpenGL 3.3 compatibility mode is available in the settings. Multiplayer requires a Steam connection.
    Recommended:
    • OS: Ubuntu 24.04 LTS / SteamOS 3.x (64-bit)
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8192 MB RAM
    • Graphics: GTX 1060 / Radeon RX 580, 4 GB VRAM (comfortable at the higher quality presets on Insanity-sized 60–80-room floors)
    • Network: Broadband Internet connection
    • Storage: 1500 MB available space
    • Sound Card: Any PulseAudio/PipeWire-compatible device (or leave blank — it's optional)
    • Additional Notes: Vulkan is required for the default renderer; an OpenGL 3.3 compatibility mode is available in the settings. Multiplayer requires a Steam connection.
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