Devlog 3 - Gone gold


It’s been a really weird journey. Despite all of the murder ghosts, odd puzzles and existential dread, you made it to the end. Pseudo-haunting is complete. I’m not going to spoil the last “chapter”’s gameplay gimmick, so I’ll just say it involves the only thing scarier than a good monster design: an invisible monster.

So, what now?

Testing, duh.

So far I managed to play the whole thing with minimal issues. I plan to see if I can gather a small amount of playtesters and release the full game this April.

Miscellaneous changes:

  • Doors now have a slight glow effect so they are easier to see.
  • Interactable buttons are now white instead of black so they are easier to see.

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