Welcome back ghost hunters, we’ve heard you, and we're working on it!
We want to thank you for your understanding and patience, a completely new system for VR will take some time to get right, but we're getting there with the help of your feedback!
We're still working on things, and will release several more bug fixes as they get completed.
Our first approach to reducing the overuse of door hiding didn't work too well, so we've reverted several doors for better navigation, but given our ghosts a lesson in how to play hide and seek properly!
In the last update, Willow got the full hiding spot treatment, and the other locations were feeling a little left out! We've gone through said locations to adjust, add or remove hiding spots to make them more consistent and reliable:
Ghosts will now always check behind doors during hunts, use at your own risk!
Several doors and light switch positions have been reverted to their pre-VR overhaul position/rotation to help with navigation through rooms
Tanglewood Street House
Added a clutter hiding spot in the Nursery
Added a plywood hiding spot in the basement
Added cooler boxes in the basement that the ghost can leave fingerprints on
Edgefield Street House
Added a locker to the garage
Rotated a closet to stop a safe spot
Ridgeview Road House
The ground floor room layout has been changed
Added an additional locker in the Garage
Added a clutter hiding spot in the ground floor walk-in closet
Added a clutter hiding spot in the Basement
Added a clutter hiding spot in the Living Room
Willow Street House
Added a clutter hiding spot to the Living Room
Added a clutter hiding spot to the Blue Bedroom
The armchair in the Master Bedroom will now move depending on if that spot is blocked or not
The washer/dryer hiding spot has been removed to help better spread out rooms with free spots
Bleasdale Farmhouse
Added a clutter hiding spot in the ground floor Office
Added a clutter hiding spot in the Foyer (behind the grandfather clock) Moved the fuse box spawn to accommodate
Moved the washer and dryer in the Utility Room (and added a blocker)
Moved the room divider in the Master Bedroom
Moved the room divider in the Attic
Moved a cupboard in the Attic
Grafton Farmhouse
Adjusted layout of the ground floor Utility Room
Added a clutter hiding spot in the Utility Room
Added a cupboard hiding spot in the Foyer
Prison
Added a locker to the Entrance Room
Added a locker to the Infirmary
Added a bin hiding spot in the Cafeteria
Added a bin hiding spot upstairs in the Cafeteria
You can now adjust the forward/backward position of your VR Belt in the settings
You can now change where your Journal and Walkie-Talkie are located in the VR settings:
Belt
Shoulder
Adjusted the intensity and range of some lights in Edgefield
All scrollbars in VR have been replaced by up and down buttons
Moved the Tanglewood Utility door from the kitchen to the hallway
Adjusted some materials in Tanglewood
Adjusted the position of the VR journal grab point
The grip force required to grab objects in VR with an Index controller has been reduced
Held items in VR will no longer be dropped if your hand moves too far away
Updated the main journal font to work with more languages instead of using a fallback font
Fixed a bug where the reflections in some areas would be the skybox colour
Fixed a bug where you couldn’t take photos of fingerprints on the patio doors
Fixed a bug where keyboard fingerprints used the wrong texture and were clipping
Fixed a bug where the Obake unique light-switch fingerprint wasn't obvious enough
Fixed a bug where the fingerprints were in the wrong location on the dirty light switches
Fixed an issue where the Truck monitor font was only set up for English localization
Fixed a bug where you couldn't navigate the main menu UI using a gamepad/ controller
Fixed a bug where ghost events and interactions wouldn’t work with the Willow Garage door
Fixed a bug where you could use equipment with right-click when using the journal
Fixed a bug where you couldn't place the equipment on the Tanglewood basement rug
Fixed several safe spots
VR only:
Fixed a bug where DOTS and Motion Sensor were still in the wrong orientation when grabbed
Fixed a bug where you could sometimes hear VR Footstep sounds when you weren’t moving
Fixed a bug where some pianos couldn’t be played
Fixed a bug where you couldn’t grab doors in Asylum and School
Fixed a bug where you could see VR players' belts when they were dead
Fixed a bug where you couldn’t grab objects when you were dead including the Journal
Fixed a bug where you didn’t drop their held items where they died
Fixed a bug where you couldn't see the full death hand animation
Fixed a bug where the VR Journal sounds could be heard from far away
Fixed a bug where you couldn't change players volume slider in the menu in VR
Potential fix for oculus rift S touch controllers not being able to crouch
Fixed a bug where some VR player character models had black eyes
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia Thanks,
There's loads to unpack here for our VR players, as well as some little nuggets of content for everyone else. But fear-not ghost hunters, the 'Custom Difficulty' update will be soon approaching, and it's a big one... There's also a small update coming even sooner than that! Now, onto the patch notes:
An entirely new VR system has been incorporated into Phasmophobia!
This means better VR performance, smoother interactions and input, as well as fixing all bugs and issues caused by the old VR implementation.
All major headsets are now officially supported, and in the future as more are released they should work by default
VR players will now see a small cursor when attempting to grab objects
There are 2 options for grabbing objects
Toggle - Press the button to grab, press it again to release
Hold - Requiring you to keep the button pressed down to keep hold of things Index users note: you can change from squeeze to grab in your SteamVR settings, to replicate grabbing in other games
Equipment belt and head camera slots in the truck will now highlight when attempting to slot something into them
'VR Seated Mode' and 'Left Handed Mode' have been added to the options
Height Calibration has been added to the options, allowing you to align your player character model with your real-life body
New hand poses and animations have been added for better visual feedback, such as using a light switch and opening doors
You can now swap objects between your hands by grabbing
You can now simulate crouching in VR by pressing the right thumbstick/ trackpad
You can snap turn 180 degrees by pressing down (if snap turning is enabled)
The walkie-talkie and journal are now placed on the belt to make them easier to grab and use
Improved VR throwing physics so you can now accurately throw objects
Smooth Camera mode has been improved for better recording and streaming of VR gameplay
Improved character walking animations for VR players in multiplayer
New model and textures for the VR belt
All OpenXR runtimes are now supported eg. Oculus / Mixed Reality Portal etc.
Due to these changes, we recommend that you revisit the in-game VR options and adjust anything necessary for the best experience.
We’ve been keeping a watchful eye through our employee hidden cameras and have found that a lot of our ghost hunters love hiding behind doors (hell, even we’ve done it!). However, this has caused several major issues;
Some spots are so good, you can’t be killed at all
It negates the hiding spot blockers in higher difficulties
It neglects the initial scout of the location to find places to hide, as you can just go to the same door every time
While we don’t want to make hiding impossible, as it’s a key part of gameplay, we have made some changes to help encourage hiding in designated spots instead of behind doors, improved some spots that weren't working consistently, and added new ones.
If a spot is blocked, sometimes Instead of adding objects, some spots will have items removed instead (e.g. a shelf you can hide behind no longer being there)
The number of blocked hiding spots in all locations has been adjusted, and you will now always have a minimum number of hiding spots per difficulty
Amateur = All hiding spots
Intermediate = 3+ hiding spots
Professional = 2+ hiding spots
Nightmare = 1+ hiding spot(s)
Door flaps have been added to the small tents within Maple Lodge Campsite, they will now work as normal hiding spots, similarly to closets in other locations
Several doors, objects and walls have been added or moved to remove several unintended safe spots
Willow Street House has received significant changes to make hiding spots much more consistent
The screens in the Truck have been updated
The sound sensor has received new visuals and functionality
Sound sensors now cover a spherical area of sound instead of a thin cube, and its size has been increased
Sound Sensors are now placed in the same way as candles and cameras, on tables, floors and other objects
Sounds are now displayed more accurately when shown on the monitor in the van
You can now choose different options for how your voice is transmitted locally
Voice activation
Push to talk
On/Off Toggle
(Global/walkie-talkie transmission will always be push to talk)
Obake can now leave unique evidence on light switches, keyboards and prison cell doors
A double fingerprint on light switches
Five fingerprints on prison doors and keyboards
You can now cross off ghost types in the journal
Dead players can now sprint infinitely
New fingerprints have been added for light switches, keyboards and prison cell doors
The amount of possible first and last names for ghosts has been greatly increased
Ghosts can now knock on the patio doors in Ridgeview and Tanglewood (and leave fingerprints)
New sounds have been added
Added a light switch and ceiling light to the Edgefield basement
Added several colliders to trees in Maple Lodge Campsite
Ghosts can now interact with keyboards to turn on desktop computers in the house maps
The Soft Shadows setting will now affect all lights instead of only equipment lights
The previous game's photos in the lobby are now easier to see
Added sounds to lockers
Added a light switch to the cleaning closet in Maple Campsite
Added eyelashes to the player models
Added fingerprints to the toilet stall doors in Prison, Asylum and School
Updated engine for better performance, increased stability and VR compatibility
Volumetric Lighting has been temporarily removed and will return with the Foggy weather in a later update
Fingerprints will now be placed on the light switch instead of next to it
Several light switches have been moved to more intuitive positions
Several assets have been moved (such as garden fences) to better align them with the environment
Several floors have had their materials changed
The Parabolic Microphone will now update faster
Every 1 second (previously 2 seconds)
Audio effects have been adjusted to improve distinction of sounds between different floors
Lighting has been adjusted in Ridgeview, Edgefield and Tanglewood to improve performance
Thunder sound effects have been improved to be more dynamic during heavy rain
Improved effects for sink taps
Replaced sink tap audio
Scrolling with the scroll wheel in the journal has been improved
Some spotlights have been adjusted so that they also illuminate the ceiling (e.g. Willow kitchen, Tanglewood garage)
The computer in Tanglewood is now turned on with the keyboard instead of the screen
Placement holograms will no longer cast or receive shadows
Replaced EU plug sockets with US ones
Locker doors now have slots you can see through
Prison doors are now much easier to slide
Sanity pills price has been reduced to $20 (to accommodate for the bug fix below)
Players talking, including using the walkie-talkie, no longer give readings on the parabolic microphone and sound sensor
Reduced the polygon count of many objects, mainly the bed in Edgefield
Fixed a bug where some ghost events didn’t play ghost sounds
Fixed a bug where you could sometimes grab a tent door that was not visible (e.g., behind you)
Fixed a bug where some lights in the farmhouses wouldn’t stop your sanity draining
Fixed a bug where the Onryo wouldn’t interact correctly if you didn’t get the Summoning Circle Cursed Possession
Fixed a bug where the ghost event objective would complete when there was no ghost event
Fixed a safe spot in the Ridgeview garage
Fixed a bug where sprint stamina wasn’t re-generating if you had your journal open
Fixed a bug where the journal brightness setting was higher than the main menu setting
Fixed a bug where after a hunt; the ghosts audio would fade out and back in briefly
Fixed a bug where Sanity Pills were not being removed from your inventory if used or if you died
Fixed a bug where the mist ghost event wasn't working correctly
Fixed a bug where the ghost would not walk towards you during some ghost events
VR Known Bugs
Scrollbars in the main menu are hard to use
You will need to grab objects twice if you were not the last player to grab them
Applying settings whilst crouched resets your height
Can't grab some cabinet doors
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia
We’ve been experimenting with some new methods of game design, and have decided that this will be the final update for Phasmophobia.
We will be swiftly moving on to work on a new project named ‘Phasmophobia 2’, entering Early Access March 31st 2025 and releasing April 1st 2025.
Lighthouse
Small location with 8 rooms
A lighthouse located on a remote island in the middle of a hazardous sea
Players can complete maintenance on the light and tower for bonus rewards
Funfair
A medium outdoor map featuring minigames, a house of mirrors and a completely interactive haunted fun house
You must buy a ticket for $100 to enter this location, per player
Church
A medium location with a large open main hall, perfect for losing ghosts and items
Graveyard with dynamically generated gravestones for every previous death on your account
Enter the crypts and choose which ghost model you’d like to scare you
Some ghost identities still aren’t quite right (wow, we’re really bad at this) so we’re making some final changes to help get them where they need to be
Spirit
Spirits have developed a dependency on Smudge Sticks, and will stop all activity and leave the location unless you light them nearby
Increased smudge stick duration on Spirits to 5 minutes
Revenant
The OG speed-demon has had enough of you all sprinting away and hiding, so we’ve put him back to his rightful top spot
Revenants now sprint when players sprint, setting them to their maximum speed
Revenant grace period is now always 1 second
The Twins
The ‘twin’ ghost will now join the team and help with the investigation
The Mimic
Mimics now mimic all ghosts at the same time, and always have every strength and weakness
Raiju
Raiju will now speed up as long as the fuse box is on, when near switched on lights and when players are using walkie-talkies
Poltergeist
Poltergeists can now throw players
Obake
Obake were having some trouble changing forms as they were too shy, so we’ve given them an encouragement speech and now they think they’re ready to change in front of players
Obake will now change ghost models every second during events and hunts
Added an open world area where you can drive back and forth to each location
Added a shop location where you will have to drive to in order to buy your equipment
You must now bring all equipment back to the truck or you will lose them
A brand new game mode where you can play as the ghost, in a 1v4 competitive fight to the death against other players
The ghost player will have 1 minute to hide the bone and cursed possession before choosing a favourite room to stay in
During hunts players that are talking or have equipment turned on will glow red through walls
The ghost player will be able to talk to investigators through the spirit box
Ghost players will steal the money of anyone they kill, and can use it to upgrade abilities in a new 3 tier skill tree
Ghost-e-ball
A red and white sphere like item that can be used to capture the ghost, in exchange for additional rewards OR can be trained to "become the very best!"
Teddy Bear
A fluffy toy that responds to ghost activity, but can also be placed to hug the nearest player for a 1% sanity increase
Buddy
You can now ‘Use’ the bone to summon a dog that will follow you and will bark when near the ghost
Wrist Watch
A watch that tells you the time
You can now perform an exorcism to delete the ghost, this will be permanent and you will never get that ghost type again. The game is completed when you run out of ghost types to play against
Added dust particles to each room to make finding ghost orbs harder
Added batteries hidden around each location, unique to each flashlight
Added an easter egg in an Asylum bedroom
There is now a chance for no ghost to spawn in the location, players can select ‘None’ in the journal to receive rewards
Added an optional objective after the contract to go back and clean the location for extra rewards
Added room names above all doors in Prison
Added an option to increase and decrease the maximum players in a server (Max 100)
You can now go prone by pressing the ‘Z’ key to hide under beds
You can now use the spray cans to draw graffiti
You can now change your characters clothes by taking them out of wardrobes when in a location, this only works if you are the only player in that room
Added raytracing support
Added an option to replace all textures and geometry with white cubes to improve performance for those with old computers
You can now play the game on mobile devices
You can now press 'N' to dance
The parabolic microphone will now play back all sounds at 500% volume, allowing you to hear things from further away
Reduced sprint duration from 3s to 1.5s
Reduced sprint cooldown from 5s to 2.5s
Sanity Pills will now only spawn inside bathrooms and are no longer buyable
You will now be fined by the home owners for every item that has been misplaced, dropped, broken or stolen
You now have to lock the exit doors and place the key under the doormat when you leave, otherwise you will be fined
Sinks and showers will now flood the house if you don’t turn them off
You can now attach all equipment to tripods
Replaced all Spirit Box audio with “E”
The main key will sometimes be hidden outside the location instead of spawning in the truck
Converted the entire game from Unity to Unreal Engine 5
Fixed a bug where equipment and lights would flicker whenever the ghost appeared
Fixed a bug where ghosts were flashing on and off during hunts
Fixed a bug where the Newbridge Beech House contract could not be selected
Fixed a bug where players could hide behind doors (by removing all doors in all locations)
Fixed a bug where the ‘Death’ tarot card didn’t instantly kill you
Fixed a bug where you could get EMF 5 by looking at the activity monitor
Fixed a bug where voice recognition breaks when tabbing out
Fixed a bug where you couldn’t jump
Fixed a bug where the power would turn off if you turned on too many lights
Fixed a bug where players could hold 3 items instead of 2
Fixed a bug where flashlights were staying on even when in your pocket
Fixed a bug where if two people grabbed an object at the same time, the item would duplicate
Fixed a bug where you could glitch doors off of their hinges
Fixed a bug where you could glitch yourself inside of walls
Fixed a bug where you couldn’t see the ghost's relationship meter
Fixed a bug where the ghosts looked like they wanted to kill you, instead of give you a cuddle
Fixed a bug where ghosts were hugging your eye sockets instead of your body when they got to you
Fixed a bug where “#BlameLavender”, “#BlameDK” and “#BlameCJ” categories weren’t visible in the bug reporter
Fixed a bug where hackers weren’t able to hack everything
Fixed a bug where the letter ‘H’ was found on keyboards when it shouldn’t be
Fixed a bug where ghosts were being naughty
We're too busy making real content for the game, so we forgot to upload the build. Don't worry though, the upcoming VR update is just around the corner.
We hope you enjoyed these patch notes, and they didn’t fool you too much. If you experience any issues or want to give feedback, please don’t. ːsteamsaltyː
We've had great response from players about the last update, but we've found that Hantu were still not fast enough unless it was snowing. We've kept the lower speeds the same, but increased their speed when the fuse box has been off for some time during all weather.
Hantu can no longer turn on the power, as this would stop them accelerating
Hantu have received hunt speed changes
1.4 = 15°C+
1.75 = 12°C
2.1 = 9°C
2.3 = 6°C
2.5 = 3°C
2.7 = 0°C
Fixed a bug where the tarot cards did not drop properly after drawing a hanged man, causing them to be in your inventory again after being revived
Fixed a bug where the tarot card animation did not play when you used them again after drawing a hanged man
Fixed a bug where the voodoo doll wouldn't start a hunt when used with no sanity
Fixed a bug where the voodoo doll and tower card would sometimes require the lights to be off to get an interaction
Fixed a bug where the weather particles wouldn't always be visible after you were revived
Fixed an issue where it was hard to take a photo of the crawling ghosts
Fixed a bug where the parabolic sounds could change sound while they were playing
Fixed a bug where the Banshee parabolic sound volume was fading in and out
Fixed a bug where Banshees would not be able to detect voices and equipment during hunts if the Banshee target was outside
Fixed a bug where voice recognition, some ghost traits and events were not working in rooms after the light was blown
Fixed a bug where multiple players were being revived during Nightmare hunts when the high priestess card was drawn
Fixed a bug where the devil, hermit and death tarot card could stop the hunt if used as soon as a hunt started
Fixed a bug where Phantoms were showing in ghost photos taken by other players
Fixed a bug where the devil card would not work if you had high sanity with a Shade
Fixed a bug where the ghost would sometimes move during the hunt grace period
Welcome back ghost hunters, we've got some news for you.
In light of the most recent Discord Poll, we’ve decided to experiment with being more transparent in writing patch notes when we update the game.
Specifics are found in spoiler tags, this way you can enjoy reading patch notes normally and spoiler free as before, or you can deep dive into the numbers and fine tunings of each update.
Some of the ghosts still weren't sitting quite right after our recent overhaul, so we've gone back and made additional changes to those that were suffering the most #justiceforbanshee
Demon
Demons have had their weakness replaced with the Banshee’s, as it is more thematical and serves as a better counter to their strength
Crucifixes will stop a hunt starting within 5m instead of 3m
Banshee
Banshee has received a new weakness and new abilities
Weakness: Banshees can sometimes be heard wailing with a parabolic microphone
The Banshee’s paranormal sound has been improved
Singing ghost events will now drain an extra 5% sanity on the Banshee's target
Banshees will only check their targets sanity % for initiating a hunt in multiplayer
Banshees will often wander toward their target when roaming
Shade
We've found that some Shades are particularly fond of showing themselves early on in contracts, so we've dialled them back a bit to avoid confusion with other ghosts: Shades will have a much lower chance to perform ghost events, returning to normal as average player sanity decreases
For every 1% of average sanity lost, ghost event chance is increased by 2% (capped at 100%), for example:
100% average sanity = 0% chance
75% average sanity = 50% chance
50% average sanity = 100% chance
Poltergeist
Poltergeist’s ability will now reduce the sanity of all players around the ghost instead of just one player
2% sanity drain per object thrown
Hantu
Hantu have become the new ghost people love to loop, which is great. However, they weren't threatening when they should be! So we've given them some speed and ability changes to make them a bit more frightening in the cold.
Hantu now have double the chance to turn off the power
Hantu will now show their breath in room temperatures of 3°C or lower
Hantu maximum speed has been increased, and will change speed between smaller temperature brackets
1.4 m/s= 15°C+
1.5 m/s= 12°C
1.65 m/s= 9°C
1.8 m/s= 6°C
2.2 m/s= 3°C
2.5 m/s= 0°C
‘The High Priestess’ tarot card has received new functionality, which should help with drawing one early, playing solo and to counter some of the risk involved with other cards
Drawing this card when no one is dead will revive the next player who dies
‘The Tower’ card and Voodoo Doll pins can now force the ghost to interact with the Ghost Writing Book, DOTS Projector and doors, instead of only interacting with clutter
Voodoo Doll’s sanity drain has been reduced
Normal pins from 10% to 5%
Heart pin from 20% to 10%
Grey 'Ghost' text will no longer appear in the journal when taking a second ghost photo
Ghosts will no longer turn on lights before smashing them
Fixed a bug where the Voodoo Doll was only working for the host
Fixed a bug where the Ghost Writing evidence interaction was not showing on sound sensors or the parabolic microphone
Fixed a bug where solo players could use the Spirit Box and Ouija Board without pressing their voice key if 'push to talk' was enabled
Fixed a bug where the Hantu freezing breath would be visible when the ghost wasn’t visible
Fixed a bug where the Banshee would not set a new target until the next hunt if the target disconnected
Fixed a bug where the Banshee was not changing target after killing a player in Nightmare
Fixed a bug where drawing 'The Tower' card at the same time a hunt starts would cancel it
Fixed a bug where the Ouija Board would not play a sound on the first letter movement
Fixed a bug where the ghost could not turn on and off lights when the host was dead
Fixed a bug where the other players photo camera screens would turn on when they walked out of the truck (this is intentional for performance reasons)
Fixed a bug where the ghost would sometimes think you still had a photo camera in your hand during a hunt if you dropped it
Fixed a bug where ghost's wouldn't notice you holding a photo camera during a hunt (if the host was in the truck when you grabbed it)
Fixed a bug where lightning only struck once during heavy rain
Fixed a bug where rain and snow effects would turn on and off when another player walked in and out of the truck
Fixed a bug where lights in several maps did not play sounds or particle effects when smashed by a ghost
Fixed a bug where asking to play "hide and seek" with the Ouija board would restart the hunt if one already started during the countdown
Fixed a bug where having equipment turned on in your inventory would speed up the Raiju during a hunt
Fixed an issue where you could spam light switches to force the Mare’s ability
Fixed an issue where some blocked hiding spots in Bleasdale and Grafton were stopping you from interacting with certain objects
Potential fix for the ghost not always showing in ghost photos taken by other players