Pseudo-Haunting

ApeHardware

Released
Apr 5, 2024
Platforms
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

13 posts
  1. Developer post

    Ending 2 bugfix

    -Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote “cd” instead of “CD” in the code. Programming errors are like politicians, the dumber, the more dangerous.

  2. Developer post

    Minor update

    -Changed the trigger warning screen to include mentions of disorienting visual effects -Fixed a typo on the difficulty selection menu (How did this slip in?)

  3. Developer post

    New game on the same universe

    I'll be honest: VERTIGROWL is basically vent art about how working on banking IT feels like. You'll fight obtuse systems, perform repetitive tasks, wonder what the hell are you doing, receive almost no prior info, and then complain with your fellow employees in a private chat roo

  4. Developer post

    Minor update

    Added a combat tutorial for chill difficulty since the default one was not appearing due to being tied to the (disabled in chill) random battles.

  5. Developer post

    Quick bugfix

    -Fixed a bug that made the "Not a Safe Place" exit door lead nowhere. -Fixed a series of dumb mistakes that made the final vending machines unable to give the CD collectibles.

  6. Developer post
  7. Developer post

    Game released

    It’s been 6 months of figuring out how 3D works and facing the overwhelming dread that civilization might collapse before I finish this game, but it’s done. Making a retro survival horror was much more traumatizing than playing it, but here we are. Fatal Frame with a Stand Pseudo

  8. Developer post

    05 / 04 / 2024

    It’s time. The game is done and tested, only minor improvements are left. I decided on Friday 5 for a release date so I can respond to bug reports or questions about puzzles during the weekend, if I released it during workdays I would only be available to answer those around 2 ho

  9. Developer post

    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 goo

  10. Developer post

    Devlog 2

    Obvious spoiler warning for the gameplay! Personal space please So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter. Does this look like a logical game to you? For “chapte

  11. Developer post

    Devlog 1

    So it’s been a while. Turns out making a classic survival horror takes time even if the backgrounds are close to minimalistic. Gamedev is a prison, and I have Stockholm Syndrome. Former laboratory The main bulk of progress has been the laboratory area. This would be considered th

  12. Developer post

    Minor demo update

    Fixed a bug that made some enemy bullets phase through the player’s real body even if they touched it. Reworked the pause menu. Added the option to disable the dither effect.

  13. Developer post

    Demo 2.0 released

    Changed the graphic’s distortion effects to be higher when on real body and lighter when on ghost body. Modified the protagonist’s walking animations. Modified the protagonist’s walking speed to match the limp walk animation (Slower when taking a step, faster when dragging the li