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Haunted House

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Haunted House screenshot 1
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Haunted House

改變娛樂工作室, 哈皮 · Published by 改變娛樂工作室

Last updated 28 Sept 2026

You wake up in an eerie mansion, beside the one you love. To take her home, you face six lost souls — not enemies, but tragedies to understand. Each room hides a love never spoken. But when you think you've finally escaped, some truths only appear once you walk out the door.

Free to PlayComing SoonESRB t

Free

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Adventure, Indie, RPG, Strategy · 2026 · More free games

Embark on a haunting adventure through an eerie mansion, solving puzzles and uncovering tragic stories. Developed by 哈皮 and released in 2026, Haunted House blends strategy with RPG elements as you navigate through rooms filled with secrets and spirits.

About this game

An old house you can't leave.

Six souls who can't let go.

And a little girl who just wants to play a game with you.

You wake here with a splitting headache.

Your wife, Alice, isn't beside you — until you find her in the room next door.

A girl who calls herself Annie tells you: gather the six pieces of her doll, and you're both free to go.

So you open the first door.

◆ Win by understanding, not fighting ◆

Every room holds a lost soul.

To let them move on, you have to grasp what they can't release, and find the one thing that answers it.

Nothing here is won in a fight.

◆ A puzzle behind every door◆

A melody lock, a passcode, light and shadow, words surfacing on a blank page... every haunted room is its own hand-crafted puzzle.

Solve it, and you earn the doll's next piece.

◆ Some of the dead give chase ◆

Raise your lamp to cut through the fog and the dark, and mind your oil.

Some souls stalk the shadows and hunt you down — you'll have to slip into the candlelight and hold your breath to make it one step further.

◆ Step into faded memories ◆

Between the searching, you'll walk into warm, faded memories — piecing together the mansion's hundred-year past, and the road you and Alice once walked together.

◆ What you do quietly rewrites the ending ◆

There's no game over here.

How you treat each soul, whether you're willing to face what feels wrong in front of you — it all builds toward four endings, and a hidden one you'll reach only if you truly care.

There's no right path.

Only the person you choose to become.

◆ Collect their stories ◆

Free a soul and you'll gather the fragments and moments that were theirs, filling a codex of six tragedies.

The more deeply you understand them, the more of their most hidden selves you'll uncover.

In this house, letting go is a kind of love.

System Requirements

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Minimum

Minimum:
  • OS:
  • Processor:
  • Memory: 8 GB RAM
  • Graphics:
  • Storage: 1 GB available space

Recommended

Recommended:
  • Memory: 8 GB RAM
  • Graphics:
  • Storage: 1 GB available space

Supported Languages

Traditional Chinese, Japanese, English, Simplified Chinese

Latest news

  • AnnouncementsOfficial

    Haunted House — Dev Diary #7 (Aug 10 – Sep 6)

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the seventh dev diary, covering August 10th through September 6th. This one runs long; from here on it's every two weeks. The biggest thing that happened in this stretch is that we threw out a puzzle we'd already half-built — I'll save that for the end and start with everything else. ■ Design ・The puzzles were rebuilt from scratch, once. The original idea was to give every item its own kind of puzzle. Laid out side by side, several of them turned out to be the same thing wearing a different skin. ・The rule now: each puzzle type is paired with exactly two items, and each item uses only one type. All 20 collectibles have a home, and no two of them play the same way. ・The two items sharing a type are always placed apart. You'll never hit the same operation twice in a row. ・The mechanism boxes became sliding puzzles — five difficulty tiers, larger boards for harder ones. On the hardest tiers some of the numbers on the board are worn past reading, and the rewards go up to match. ・Items cut from 37 to 20, each one re-tagged with what you'll do to get it and what you'll see once you have it. Not every lock needs its own invented key. You pay the learning cost once, and the number of puzzles didn't go down — that's a trade, not a shortcut. Rather than scattering a pile of things that mean nothing when you pick them up, we'd rather every one of them had its own moment. ■ Ghosts ・The behaviour of two kinds of ghost is locked down. ・One blows out your lamp. They patrol their own routes, moving a little slower than you do. ・The other doesn't move, but it is always facing you. It's faster than you when it does move, and whether it moves at all depends on how bright your oil lamp is: at full brightness it just stands there and watches you; as the light drops it follows along the edge of your lamplight; darker still, and it starts to chase. ・Lighting the lamp is a whole action now. Pouring oil buys you time proportion...
    Read full article on Community Announcements (哈皮)
  • AnnouncementsOfficial

    Haunted House — Developer Weekly #6 (Aug 3 – Aug 9)

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the sixth developer weekly.\・The first room is fully delivered — from the 3D scene and per-object texturing through to the base art, overlay layer, collision mask, baked light and the other asset layers, plus a set of anchor data for alignment.・We also locked down the room production flow and delivery spec (dimensions, formats, anchors), which the remaining rooms will follow.In a sentence: instead of spreading a dozen rooms out at once, we took one room all the way through first — only then do the rest have something to follow.\ (this week's focus)・The map import pipeline is done: reading room data, laying out the whole floor, generating collision, and loading the real assets — all four are connected now. You can actually walk around inside the first room: you can't walk into walls, and furniture blocks you when you step behind it.・Added a heartbeat cue that rises as a ghost gets closer.・Automated behavior verification went from 45 checks to 124. All currently pass.・Reusable shared modules now total 34.In a sentence: the automated verification I mentioned last week grew from 45 checks to 124. The number itself doesn't matter. What matters is that every time a system is added, a matching check grows with it — instead of everything going off at once at the end.\・Locked the lamp's four brightness levels, the ghosts' detection range, and the heartbeat cue parameters, and wrote them into the design docs.・Finished the map asset delivery spec — effectively the handoff contract between art and programming.In a sentence: these numbers used to be scattered around and reconciled from memory. Now one document decides.\The thing I felt most this week was that number moving from 45 to 124. AI makes "add one more system" very fast — fast enough that you want to jump straight to the next thing. But every system you add is another layer of combinations that can go wrong. So our approach is simple: however much the syste...
    Read full article on Community Announcements (哈皮)
  • AnnouncementsOfficial

    Haunted House — Developer Weekly #5 (Jul 27 – Aug 2)

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the fifth developer weekly.\・Alan's four-directional map sprite now has both the falling and the getting-back-up animations finished.・Next up: Alice's map sprite.・The map pipeline spec is locked. The next step isn't mass production — it's painting one room as the style reference.In a sentence: we make sure one room looks right before producing the rest. What the maps have right now is a spec and a process; the scenes themselves are still at the very beginning.\ (this week's focus)・The ghosts got smarter. They used to come at you in a straight line and get stuck on walls; now they path around walls and work out the shortest way to reach you.・Key bindings are fully customizable: even movement keys can be rebound, with conflict checking. Arrow keys and gamepad always stay available, so nobody can lock themselves out of moving.・The system modularization refactor is done: the whole project is split into 31 independent, reusable modules, with only 10 integration files left on the game side, and cross-module dependencies down to almost zero.・The rest of the systems the demo needs are finished too: precise resume (you come back exactly where you left off), brightness adjustment, and the ending-related letter text.・We added automated behavior verification — the program plays the game itself and checks whether it behaves as expected. All 45 core behaviors currently pass (lamp and matches, stamina, ghost pursuit, interaction and puzzle checks, key conflicts, save/load resume, four-language switching, and so on). It also genuinely caught a scene that was missing its camera, which we fixed.In a sentence: so the progress line becomes — core systems implemented, and verified by automated behavior testing. Players never see modularization, but it decides whether a bug can be isolated fast when something breaks, and it lets these systems go straight into the next game.\・Wrote a map asset delivery spec: per-room exports,...
    Read full article on Community Announcements (哈皮)
  • AnnouncementsOfficial

    Haunted House — Dev Diary #4 (Jul 13 – Jul 26)

    Hi, I'm Hoppy, producer at Change Entertainment Studio.This is our fourth dev diary — this time covering two weeks of progress, across four teams.【Story】· Kept pushing the narrative writing for the demo's scope — room dialogue, branching choices, the four-language text, and a close proofing pass on the prologue.A note: this batch of writing isn't locked yet, so no spoilers. All I'll say is that we keep checking one thing — that every line a player reads lands with the right feeling.【Art】(these two weeks' highlight)· The first batch of the spirits' CG art is done, and we've started sharing it on our socials.· Our protagonist Alan's four-directional map sprite is moving now — the falling animation is done (we even ran it through an in-scale hallway test), and the getting-up animation is in progress.A note: these two weeks, the visuals really started to move. The spirits' CG is coming together one by one, and Alan can now stumble and pick himself back up on the map. (And honestly: the scene-CG pipeline is still being tightened up — not everything is finished yet.)【Programming】· The demo's four core systems are implemented (oil-lamp lighting, stamina, the spirit-chase, and "sensing what a spirit can't let go of"), and we're now into integration and testing; we've also begun refactoring features into a cross-project, reusable module library.A note: the core systems are built, one by one — next comes integrating them and testing over and over until it all runs smoothly. On the map side, the programming skeleton is ready too; it's waiting on the art's scene assets before the sprite can actually walk around in it.【Design / Production】· Locked the demo's UI spec (function + modular layers + visual direction); updated the Steam page copy across all four languages to v3.A note: we tried to lock down the specs that need settling before the demo, so whoever picks it up next doesn't have to guess.【On "AI development"】Almost all the visible progress these two weeks was visual — CG...
    Read full article on Community Announcements (哈皮)
  • AnnouncementsOfficial

    Haunted House — Dev Diary #3 (Jul 6 – Jul 12)

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is our third dev diary. Here's last week's progress, across four teams.【Story】· The main script is locked; this week we tightened the dialogue and text for the demo's scope.A note: this stage isn't about adding — it's about polishing lines that are already written until they land, so even the demo's short slice holds its emotional weight.【Art】· Character art is being adjusted around our CG staging plan; the scene-CG pipeline is being refined; some prop icons are being fixed.A note: honestly, a lot of this week's art work was the invisible kind — not cranking out new pieces, but calibrating the pipeline and existing assets one by one. You don't see it, but it's the foundation of whether the demo looks right.【Programming】· Pushing the core systems the demo needs, and steadily breaking features into independent, reusable modules.A note: a playable demo doesn't rest on any single feature — it's a stack of systems holding together cleanly. We'd rather spend the extra time making them into clean modules that every future project can plug into.【Design / Production】· Scoped the demo; consolidated and officially named the Steam page "Haunted House"; locked the launch window to Q3; queued a store-tag cleanup.A note: this week we cleared a few foundational chores that bite you if you let them slide — unified the name, locked the timeline — all before the demo.【On "AI development"】The biggest lesson this week: closing in on a demo is where "90% AI-developed" really gets tested. The images we each generate and the systems we write are still just parts; to let a player actually pick it up and play a short stretch, you have to connect all these AI-made pieces, align them, and clean them up over and over. AI makes the parts fast, but assembling them into "a thing you can play" still comes down to people, step by step.【Next week】· Keep wrapping up the demo· Add screenshots and a trailer to the Steam page· Converge the scen...
    Read full article on Community Announcements (哈皮)

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