We thought we'd update you with what's currently happening in development, and what's coming!
Any information and images are Work In Progress (WIP) and may change drastically before releasing
If all goes well, the highly requested Shop Update is planned to be released sometime next week!
It features a brand new design for the Shop and Equipment pages, with simplicity in mind. And a new Loadout page for getting into your games as quickly as possible.
We've taken in loads of feedback from the community and our beta team to make sure this is the best shop it can be, for all players, each page even has a short tutorial to help you out if you get lost!
For controller players, you'll be able to use buttons on your controller to quickly buy, sell and do other functions without having to move your cursor around the whole screen.
Ghost Huntin' Distribution Shop
Equipment Manager
Quick Loadouts
You may notice some new features in the loadout screen too; players using a keyboard will be able to rename their loadouts, and you can adjust the quantity and tiers of all items at once with the new buttons located at the bottom of the screen!
Alongside the new shop comes the ability to change player colours (for the sticky notes on the main menu/contract board, at the top of the shop and on the sanity screen), as well as customisation for your cursor during gameplay. You'll be able to pick which icon you want, the colour, size, transparency level and how it changes while you're highlighting something interactive. The new highlight options are also available for VR players! If you like how the cursor is currently in Live, you can easily recreate that too!
Point Hope construction continues, and now that the final few areas are being populated with new assets, we'll soon be able to set it up for gameplay and get testing.**
Here's a look at the nearly completed Games Room, featuring loads of new assets; a pool table, fishing rod, large armchairs, a chess board*, and a perfect looping spot provided by a large central pillar.
Zec has been hard at work continuing to white-box and create concept art for the farmhouse reworks. Today we're showing you just how run down Grafton is in the new version.
As you can see the shape of the building has been changed slightly, making the layout more dynamic and interesting. The walls are falling apart, so much so that weather from the outside might make its way inside during gameplay
One of the upstairs rooms is so run down that the wall has started to cave in, creating a new doorway for players. Items are scattered along the floor, and the bed has been partly dismantled. Maybe someone was here looking for something, and maybe they're still here...
*Yes, you can actually play chess now...if you know the rules of course.
**This isn't a quick step but we will keep you posted here and on Trello of how testing is going!
That's it for Development Preview #17. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
Any information and images are Work In Progress (WIP) and may change drastically before releasing
Since the Ascension Update, we've had plenty of feedback on how the game currently feels for players. We wanted to share our thoughts on how we're planning to adjust the game to make sure progression and other areas are the best they can be for all types of players.
We'd love to hear your feedback on these proposed changes and get the ball rolling! We'll be looking to make the following changes, with additions, straight after the upcoming Shop rework!
Progression
Leveling rates are currently too slow
We originally made the levelling rate slightly slower so that we could increase the pace if need be, so we'll be doing exactly that; less required XP per level across the board
Equipment Tier unlocks are too linear and too slow
Alongside the progression rate changes above, we're going to change Tier unlocks so that multiple are unlocked at once instead of only one. This means you'll have more choice on which Equipment you want to upgrade first, and which you want to save for later
We'll also be increasing the cost of some upgrades as at the moment players can unlock almost everything straight away, when some upgrades should be something you save up for
Prestiges Prestiges are a completely optional part of Progression, however, we understand that there aren't many incentives right now to encourage players to prestige:
With new player models we will be adding unique Prestige-related unlocks for players to purchase with in-game $, such as accessories for your player model or a cool new jacket!
Coming soon for each prestige, players will be able to choose one of the following:
A sum of extra starting money to kickstart their equipment loadouts or to save for their first few upgrades
Or a small XP boost for that prestige only, allowing players to level up slightly faster, but have to manage their money better.
Equipment
Evidence Equipment
DOTS
T1 is slightly too hard to use, so we'll be making it brighter and increasing the range of the light it emits
EMF Reader
T1's needle often gets too close or even goes past the [5] mark during events and hunts, so we'll be clamping that pesky needle a little harder to make sure people aren't mistaking it for evidence
T3 will receive a new sound for an EMF5 reading, making it easier for evidence without having to pick it up
Additionally, we'll be changing where the T3's sensor reads from for PC players. This will make the directional indicator more accurate and feel more intuitive to read
Thermometer
T1 never had its randomness to the readings, making it much more accurate than the other tiers. We'll be implementing a slight fluctuation on readings to reduce it's effectiveness
T2 and T3 will be adjusted so that after the initial "hold to scan", continuing to hold the use button will keep refreshing the temperature reading every second or so
T3 will have its randomness reduced further to make it even better than T2
Ultraviolet
We'll be flipping T1 and T2 around so that players start with the flashlight and unlock the glowstick second. This should feel more like a useful progression than it currently is
Optional Equipment
Firelights & Igniters
We'll be increasing the duration and light range for all tiers, giving players new ways to walk around in dark areas
Head Gear
We'll be adding an additional keybinding for toggling on and off your Head Gear slot, as many players have expressed that the current method isn't ideal
All three tiers of Head Gear will have a new sound play when being interfered with by the ghost to let players know they should turn it off during hunts!
T3's night vision doesn't currently have any paranormal interference, so we'll be adding some of that to reduce its effectiveness during hunts and keep it on par with other equipment
Motion Sensor
T3's truck map indicator will be changed to be more accurate and show what it's detecting clearer
Parabolic Microphone
To aid hearing-impaired users, we'll be making the red LED light on the side of the T1 Paramic "flash" when it picks up sounds
Photo camera
T2 will receive a slight buff to photo-taking speed
We'll be fixing (for the final time) the oversight of taking the ghost photo with a full book. Pesky haunted cameras!
There are still some bugs with photos, but with the major photo overhaul coming soon, a lot of that will be fixed as a byproduct. However, we're still looking at increasing the consistency of photo-taking!
More benefits of upgrading the camera Tiers will come with the new system, including the removal of failed photos!
Sanity Medication
We'll be speeding up the Sanity restoration effect for T2 to make the upgrade more worthwhile
Sound Sensor
We'd like to add a mute button to each sensor in the Truck, so you can concentrate on watching DOTS on the monitor in safety and silence
Cursed Posessions
Monkey Paw
With the most recent change to the Paw affecting the "see ghost" wish, we're going to make the darkness effect start when the hunt starts, so you can actually see the ghost during the event!
Training
Some parts of Training aren't accurate to gameplay or are frustrating, so we'll be making the following adjustments:
We'll replace the DOTS section with something more accurate to how ghosts act in-game
Lower the overall temperature in the warehouse to make the Freezing Temps section less frustrating, as well as add cold breath to relevant areas.
The EMF section should require EMF5 to progress instead of any EMF.
The Ghost Orbs section sometimes completes without the player knowing why, so we'll be increasing the time that you need to aim the camera at the orb before the door unlocks.
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
Welcome back ghost hunters, we've got some news for you.
We’ve received your lighting feedback and we have now implemented several new systems to improve on these areas. With the below changes and new settings, this will alleviate many issues.
New graphics settings have been added to the Journal (Currently not available for VR and requires a graphics card):
Eye Adaption: Simulates your eyes adjusting to light or dark areas over time
Screen Space Global Illumination (SSGI): Simulates bounced lighting; making lighting and shadows look less dark. This may affect performance so there are three quality settings.
Static lighting has been overhauled in all locations
Ambient light has been increased
Light from outside sources (moon, street lights) will now shine through windows
Larger rooms or rooms with darker materials such as farm houses may look darker, however this is intended
Removed the Holiday Event
Reflections will now update quicker and more consistently when lights are toggled on or off
The brightness slider has been adjusted to 0%-250% and its maximum value lowered slightly due to the new brighter ambient light
The cursor brightness slider has been adjusted to be 0%-100%
Moved the wardrobe and lights in the Nursery in Grafton for better lighting
Adjusted the range and brightness of the passive player light
Adjusted the range and brightness of several location lights to make them more realistic
Grafton hiding spots
The upstairs hallway armchair and nursery crib are now hiding zones and can be blocked
The upstairs armchair has been moved closer to the wall to make it safer
Adjusted the player post processing to give slightly more cinematic colours
Improved performance when toggling the fuse box
Ghost writing books can no longer be thrown by a poltergeist ability
Metallic door knobs are now shiny again
Fixed several safe spots in Willow
“Deja Vu” weekly challenge now has the correct items
“Glow in the Dark” weekly challenge now has the Fuse Box as the correct state: Broken
“Hide and Seek: Extreme” weekly challenge now correctly has 3 evidence
Adjusted several reflection probes in Tanglewood to stop glowing objects when a light is turned on in a different room
You can now take a photo of the Sunny Meadows summoning circle
Motion sensors now correctly show detections on the truck map
Fixed safe spots in the Sunny Meadows male room 5 and Maple Campsite Storage Tent 2
The ghost can no longer get stuck on the fallen down locker in the School hallway
Campsite A and B in Maple Lodge Campsite will now work correctly
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia Thanks,
Any information and images are Work In Progress (WIP) and may change drastically before releasing
Stepping into 2024 means new beginnings and a new roadmap for the game!
You may notice some changes on the new roadmap, one of which is we've removed any predicted dates for upcoming releases.
Secondly, there's a new section at the bottom of the roadmap. These new features, maps and smaller updates will be pushed live as soon as they are ready, without the need to wait for a major update.
Lastly, you can see that Horror 2.0 will be the last major milestone for the game and the one that takes us out of Early Access. This doesn't mean development for the game will cease, as we'd still like to add more equipment, ghosts and locations after 1.0 finally arrives!
As many of you know, Console was delayed from last year's predicted release date due to several reasons. We're still hard at work trying to get this ready for you eager console players, and it'll arrive as soon as it's ready.
On the other hand, with the delay comes extra changes for console players on day one; the new and improved upcoming Shop experience, the upcoming adjustments to the leveling and equipment tiers, as well as minor balance changes. This will all result in Console players getting the best experience as soon as they receive the game, instead of large portions of gameplay and progression changing just after it releases.
Additionally, when it is released, console players will receive a game that looks and runs better. We plan to implement a large amount of optimizations across the board, which will allow us to keep the game's graphical quality as close to PC as possible.
The next, long-awaited location for Phasmophobia will soon be upon us: Point Hope Lighthouse.
As many of you avid ghost hunters deciphered our clues last year, we thought it was time to give you a sneak peek into how the new location looks.
We originally planned for the lighthouse to come out sooner, but since hiring our first Concept Artist 'Zec', we thought it was best to spend a little extra time making this unique location look extra special. Since then, CJ and Skinner have been hard at work to bring the newly created concepts to life.
Not only does Point Hope feature a new visual theme, but it also offers a widely different gameplay experience, similar to the Campsites. As it's a lighthouse, the rooms are circular and encompass a whole floor. This allows us to create several looping spots and plan hiding spots near or far from staircases forcing players to make a quick decision whilst running from a paranormal attacker.
Below, you can see the maintenance room, as it's near the top of the lighthouse it's quite cramped compared to the living room down at the bottom. The confined space makes for an intensely personal ghost room, not leaving much room for a breather without traversing a staircase.
Next is the main bathroom, it's been refurbished by the newest owners of the lighthouse, but some of the work was not quite finished. A central bathtub with a wooden divider makes for a great looping spot, and the ghost has plenty of toilet roll to throw around while you hunt for evidence.
Looking a little further ahead, Zec has been hard at work with the next two reworks, Bleasdale and Grafton.
We found that while the farmhouses make for good locations, they're incredibly similar visually and in layout. We want to push them further apart by giving each farmhouse its own identity and theme.
Both farmhouses will receive a reasonably sized layout adjustment, with a focus on making the buildings feel more authentic. This means fewer bedrooms/bathrooms and more rooms with purpose for the family that may have lived there.
Grafton, the smaller farmhouse, has seen better days in the new design; floors, ceilings and windows collapsing, furniture broken or covered in sheets ready to be packed and dust and cobwebs covering every nook and cranny.
The twin bedroom has been converted into a large seamstress workshop, full of old mannequins, rolls of cloth and fabric, and drawings scattered amongst the floor. The many clothes rails scattered amongst the floor make great hiding spots and areas to loop ghosts, just don't look the mannequins in the eye...
Bleasdale will receive the opposite treatment; as it is such a large building, we wanted to nudge it closer to the grand mansion-style house it had once been. Rooms will be ornate and cluttered with statues and expensive belongings.
Some rooms have been repurposed, with one bedroom now becoming the owner's collectable room; filled with rare objects from his travels, guns, cultural trinkets and memorabilia filling glass cases. Another bedroom has been converted into the wife's tea room, adorned with doilies, plates painted with cute animals and lots of pink.
Lastly, the attic has had quite the overhaul. The staircase has been moved and the room itself has been split into two parts. The first half is the attic storage, crammed to the brim with barely stable boxes, old furniture and dusty memories. The second half has been inhabited by the couple's granddaughter; a girl that loves the unknown. Her self-converted bedroom is covered with witchy belongings, suspiciously haunting books and dreamcatchers.
The first update from the Roadmap will be next week when we remove the Holiday Event and will include the Lighting changes, new Eye Adaption and Screen Space Global Illumination settings.
That's it for Development Preview #16. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia
Added the first wave of Steam Achievements! Check out the Achievements section on Steam to see how to earn them. More achievements will be added in future updates.
Added an option to enable Screen Space Ambient Occlusion for VR
Removed Halloween Event
Adjusted the sky effects when you are dead
Reduced translucency on medium tents slightly to stop them from glowing so much when a DOTS is placed inside
Both campfires in Maple Lodge will now have a max hearing range of 5m and are the same volume
The Maple Campsite Chem toilet will now behave similarly to house closets and lockers when hiding
Brightness will now default to 1 for new players instead of 0
Significant improvements to loading times and performance across the whole game
Max-level players will no longer get stuck on the reward screen
You can now get past the splash screen if you are failing to connect to Steam
You can no longer hide from the ghost’s view behind a lit campfire
The totem pole in Maple Lodge Campsite will now block the ghost's view during hunts
Moved the twigs easter egg in Maple back to where it should be
Removed the invisible walls on top of the small tents
Incense III will now swing again while held
Maple’s Green and White tents now have the correct room names
Moved some camping chairs by Campfire B in Maple to remove a safe spot
Moved the small green tent in Maple’s Campsite B to remove a safe spot
Moved the Maple Campsite’s Ouija Board spawn to the right slightly to stop it from clipping
Moved the Maple music box spawn up slightly to stop it clipping inside of the log
Moved the orange bottle up one shelf to stop it clipping with the Maple Ouija Board spawn
Moved the fingerprint up on the Maple light pole near the Toilet block
Ambient Occlusion will no longer be turned on in VR
Fixed fog several leaks:
Ridgeview bathroom
Willow garage, laundry, bathroom and bedroom
Sunny Meadows entry, courtyard hallway
Woodwind toilet block
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord : https://discord.gg/phasmophobia Thanks,
Welcome back ghost hunters, we've got some news for you.
Halloween Event 2023 has been added, instructions can be found in-game on how to receive this year's spooky ID-card badge and trophy! The event will last around 2 weeks!
Maple and Prison are temporarily unlocked at level 1 to allow new players to complete the event
Maple Lodge Campsite has had a complete layout revamp, featuring a new reception building, two separate campsite areas, new assets and areas, more hiding spots and greatly improved performance
Added new rain sounds in both campsites when inside tents, inside the toilet block or under draped tarp
Added Temporal Anti-Aliasing option in the journal (Provides a higher quality AA method than FXAA and SMAA, but lower quality than MSAA)
The EULA has been updated (2.2, 7.1, 7.2 and 10.4)
Several icons have been replaced across the main menu and contract selection screens
You can no longer light objects using 'Interact' (default: Mouse 1)
To help with performance in the truck, the CCTV monitor will now only turn on when you are standing nearby, and it will now display a screensaver when disabled
The Monkey Paw now has the correct textures again
You can now take a photo of the haunted mirror on Ridgeview, whilst it is on the wall
In Training, you can now open/close the truck doors in VR
Several fingerprints are no longer visible when you don’t have UV evidence
Crucifix T2 should now consistently give both “interaction” and “burned crucifix” photos
The haunted mirror will no longer get detected on the parabolic microphone or sound sensors if not being held or used
The Camp Woodwind entrance gate will no longer say “Maple Lodge campsite”
Video cam no longer breaks if swapped into inventory when CCTV is on the last camera
Lighters can no longer light some candles, firelights and the campfire when not lit
Summoning circle photos will no longer take priority over other photos as often
If you die in foggy weather, future games in foggy weather now show the fog correctly
Many performance improvements, especially in multiplayer and in the truck
Placing equipment on the wall in some areas of Sunny Meadows will no longer teleport the equipment back to the truck
Bone photos will now work more reliably
Firelight T2 now correctly lasts 5 minutes instead of 3 minutes
Known Issues
The in-game version number will show as 0.9.0.11
Terrain is currently showing inside Sunny Meadows
Ghost footstep sounds are currently sometimes incorrect in Maple Campsite
The bear trap interaction photo does not work
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia Thanks,
Any information and images are Work In Progress (WIP) and may change drastically before releasing
Dear Phasmophobia Community,
We'd like to express our deepest gratitude for your support and excitement for our console release.
As we still try to adapt to our new remote working life after the fire incident and to establish a new office, we've encountered unforeseen challenges in adapting the game for consoles. These combined factors have affected our development timeline more than we initially anticipated.
Additionally, in preparation for the PlayStation VR2 launch, we have been diligently reviewing the game's performance and optimizing it across all maps to ensure a seamless experience for all of our console players. In this regard, we had to rework Maple Lodge Campsite with a completely new layout (more information below). This decision, though time-consuming for our art team, is essential to provide the best possible gameplay experience.
While we had hoped to present you with a special launch alongside the Halloween event, the complexity of our current challenges means we need more time. We will keep you updated on our progress and provide a revised release date as soon as we have more information to share. We are working diligently to minimize the impact of this delay, and we want to express our sincere gratitude for your continued support.
We promise, when Phasmophobia arrives on consoles, it will be worth the wait.
Maple Lodge Campsite was the first new location added when the team was first expanded. It was made reasonably quickly, and therefore had some issues regarding performance due to long sight lines, forcing the player to render many objects at once.
With this in mind, CJ and our new Artist Zec have worked together to create a brand-new layout! It features a new reception building, more hiding spots, new decorative assets and better performance across the board.
The newly added reception building
Inside the storage area
This year for Halloween we'll be encouraging our ghost hunters to create a potion in their very own cauldron, found in the reworked Maple Lodge Campsite location. Completing the event will reward players with a new ID card badge and a new trophy for their collection!
Players will need to hunt down the recipe cards found in several other locations, then head back to the campsite and create their ghostly concoction. Additionally, both the campsite and lobby have been decorated with newly created spooky decorations for the seasonal period.
The Halloween event will launch on or around the 26th of October, shortly after we return from TwitchCon Las Vegas, to ensure we are available to quickly hotfix any bugs that may arise during the first few days of play.
That's it for Development Preview #15. We'll catch you with some more teasers soon!
If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia