
Developer posts and news about this game.


Added Some kind of April Fools' Day joke. Changed Slightly adjusted ghost and hunter animations. Updated credits. Updated Godot to 4.6. Fixed Customization screen not showing gamepad text input. Removed DPI-based minimum scale restriction.

Added Animations for hunter revive heart. New props for the main floor, basement, and research lab. Fade to black during certain transitions. Lobby background that shows the selected level. Changed Reduced flashlight turn speed by 10% Increased area where a flashlight can revive

Fixed a bug where batteries could spawn out of bounds in the foyer level.

I find it hard to believe that it's already been a year since I launched Haunting Hijinx. What better way to celebrate than with the best update yet? Hold on to your party hats (available in the new customization screen) because we're talking not one, not two, but three new maps!

Fixed more bugs, including one that sometimes doubled the ghost's health. Something else lurks in this update as well. You'll know it when you see it (or when it sees you). Happy Halloween!

Fixed a few bugs, most notably a crash that happened when a battery despawned while a flashlight was shining on it.

Haunting Hijinx has always supported controllers in some capacity, but there were rough edges that stopped me from saying it had full support. Joystick menu navigation was jank, no virtual keyboard popped up for text input in big picture, and you could sometimes lose button focus

This update took longer than expected, but I'm very happy with the results. The game sounds so much more interesting with even just a couple new sound effects! Added Ascending notes that play while the ghost takes damage. An ominous sound that builds up while the ghost is summoni

Fixed a bug where the scale would not set to the correct multiplier in cases where only one scale is allowed.

This update adds a much-requested scale multiplier setting. It also fixes most issues where the menus would play extra button sounds.

This update improves performance a bit, adds a VSync setting, and makes adaptive VSync the default.

This update gives the timer sprites a much-needed revision. There's plenty more I want to do in future updates, but things have slowed down a bit because of other obligations. Stay tuned!

Fixed If ghost switches directly from summoning to sprinting, the summon animation will continue playing until the ghost moves.

Added Ghost summon animations.

This update has nothing to do with it, but happy Valentine's Day! Added Ghost grab animation. Changed A grabbed hunter's alerts are hidden during the grab cutscene to reduce visual clutter. Fixed Spotlight appears stretched on different aspect ratios unless the game window is res

Changed Replaced an odd-looking white pixel in candle flame. Fixed Level is only centered at round start for the host player.

The new grab cutscene is out now! It looks significantly better than just pausing the game by adding camera zoom and a spotlight effect. Added Zoom and spotlight animations during grab cutscene.

Many of you rightly pointed out that the grab cutscene (if you could even call it that) just looks like the game froze. That changes now! The last remnant of the old cutscene's jank is the jarring transition when a hunter switches back to their perspective. Once that's smoothed o

The interactive ghost and hunter tutorials are here, bringing much-needed clarity for players not already familiar with the original minigame. A huge thank you to everyone who gave feedback along the way! Added Interactive ghost and hunter tutorials. Changed Simplified hunter cos