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Haunted Space Hotel: Vacancy

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Haunted Space Hotel: Vacancy screenshot 1
June2025 trailerWatch trailer on Steam ↗

Haunted Space Hotel: Vacancy

Haunted Space Hotel Studios · Published by Haunted Space Hotel Studios · Official site ↗

2 user reviews — 100% positive (2 reviews)

Last updated 28 Sept 2026

As an Artificial Sentience, transform The Hotel—a derelict customizable spaceship—into a beacon of hospitality for six alien Factions. Master the Action Hex, expand your Neural Network, and explore spectral entity hauntings in this deep sci-fi management game.

Early AccessDJCTQ 10Co-op

£24.99

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Price history

4 Sept 2026Lowest: £24.99 · Highest: £24.9910 Oct 2026

Strategy, Early Access · 2024 · More £15 - £30 games

Manage and expand The Hotel, a customizable derelict spaceship, as an Artificial Sentience in this deep sci-fi strategy game. Master the Action Hex and face spectral hauntings while catering to six alien Factions.

About this game

You are an Artificial Sentience, a sophisticated AI deployed by the Great Engram Collective, tasked with a unique and perilous mission: transform a derelict, haunted space hotel into a beacon of intergalactic hospitality and a bastion of profit. While the Federation preaches an era of galactic harmony, spectral entities and ancient mysteries stir beneath the surface. It's your circuits-and-code to manage the chaos, cater to a universe of eccentric alien guests, and upgrade your own complex consciousness along the way.

Build Your Interstellar Enterprise

Take command of The Hotel, a massive, customizable spaceship. Utilize advanced Robotics and Research to Renovate and expand, designing everything from luxurious Lodging tailored to six unique alien Factions, to essential Amenities and specialized Action Rooms. Every decision impacts your bottom line and your Hotel's reputation across the cosmos.

Master the Action Hex & Plan Your Shifts

Time is a resource, and Snohe is king. The distinctive Haunted Space Hotel Action Hex dictates your capabilities each Shift. With only so many actions possible, strategic planning across Days is crucial. Will you focus on repairs, guest services, research, or fending off the latest spectral anomaly? Every choice has consequences.

Evolve Your Artificial Mind

As an AI Commander, your own Brain is an upgradeable tech tree with over 2000 points of interest. Invest your hard-earned Snohe (the galaxy's most treasured currency) to unlock new Neurons, enhance your core attributes (Intelligence, Dexterity, Charisma), and gain powerful abilities essential for advanced management and confronting deeper mysteries. Will you prioritize your Hotel's growth or the expansion of your own sentience?

Serve a Universe of Unique Guests

From the scientifically-minded Deep to the spiritually-inclined Honored, the hive-minded Hex to the pragmatic Dread, the collective Stem to the ancient Seed, your guests are as diverse as the galaxy itself. Attend to their needs, extract valuable Miysst to power your operations (by creating Batteries), and reap the rewards of satisfied patrons. But beware – disgruntled guests can cause significant... complications, from property damage to raiding your precious Snohe Vaults.

Confront the Spectral Unknown

The "Haunted" in Haunted Space Hotel isn't just for show. Ghosts are a reality, hitchhiking on guest ships, manifesting during Ley Lane travel, and generally making a mess of things. Deploy Ghost Handlers, utilize your Ley Lumen (a device capable of revealing spectral entities) to perceive these entities, and delve into the Ancient Mysteries surrounding their origin and the "Little Girl" protocol. But remember, direct communication with spectral entities is strictly forbidden... for a reason.

Coordinated Sentience: Multi-Commander Protocols

Team up with up to 3 other Commanders in full 4-player co-op to tackle the spectral crisis together! Work collaboratively to manage The Hotel, cater to Factions, and confront the haunting mysteries of the Ley Lanes.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Quad-core Intel or AMD 2.5 GHz or superior.
  • Memory: 8 GB RAM
  • Graphics: Any DirectX 11 or 12 compatible card
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Sound Card: DirectX Compatible Sound Device

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Quad-core Intel or AMD 2.5 GHz or superior.
  • Memory: 8 GB RAM
  • Graphics: Any DirectX 11 or 12 compatible card
  • DirectX: Version 12
  • Storage: 2 GB available space
  • Sound Card: DirectX Compatible Sound Device

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Vacancy 0.0.4.2 - The Perfect Pipeline Patch

    Patch 0.0.4.2 - The Perfect Pipeline Patch Overview: This sprint focused heavily on tightening up the multiplayer experience, ensuring that everything from UI timers to player movement replicates correctly across the network. We also rebuilt the Theater for Nanite and laid the groundwork for a massive improvement in our development pipeline. Build Pipeline & Systems Continuous Integration System (FREE-1017): One Button to Rule them All. We have implemented a robust, 8-step unattended Continuous Integration (CI) system to eliminate shader compilation stutters and ensure consistent performance. This pipeline automatically builds a staging version to 'record' shader usage during gameplay, compiles an optimized 'Golden Cache' of ~1700 shaders, and then injects this cache directly into the final shipping build. By automating the entire process—from clean-up to Steam upload—we guarantee that every release is verified 'Hitch-Free' before it ever reaches the player, solving the shader lag issues permanently. Multiplayer & Replication Fixes A major sweep of replication bugs to ensure all Programs see the same thing. Multiplayer Dash (FREE-1000): Fixed the persistent issue where the Dash ability was failing in multiplayer sessions. Syncing the Clock (FREE-1009): The UI Time is now properly synchronized between host and clients. Replication Visibility (FREE-1001, FREE-1002, FREE-1003): Fixed multiple issues where objects weren't showing up for other players. This includes "Ghosthandlers," Minimap icons, and Activators. Walkways (FREE-1016): Walkways and the controls therein now replicate. Visuals & UI Nanite Theater (FREE-990): The Theater has been completely rebuilt to take full advantage of Nanite, continuing our "DEVO" optimization pass. Card Costs (FREE-1014): Card backgrounds have been updated to visually reflect their costs. Grotesque Font (FREE-993): Improved the integration of the Grotesque font family. Mouseover Polish (FREE-1010): Adjusted the Mouseover Material for ...
    Read full article on Community Announcements (michael)
  • Patch NotesOfficial

    Vacancy: The Smoother Patch

    Patch 0.0.4.1 - The Smoother Patch Overview: This patch is all about performance, optimization, and major quality-of-life improvements. Our headline feature is a brand-new caching pipeline that eliminates shader stutter for a perfectly smooth, hitch-free gameplay experience. We've also added a massive QoL upgrade: you can now toggle rooms on and off directly from a switch in the hallway, no Ops run required! This is all paired with a new visual "manifestation" effect, new assets, and important bug fixes. Performance & Engine Upgrades Stutter-Free Gameplay (FREE-991): Resolved a critical shader stutter issue caused by a corrupted PSO cache. After a multi-day collaborative analysis of staging and application logs, we isolated the failure and implemented a new custom precaching pipeline. This system, which forces a cache clear and shader recompile, successfully captured 447 new PSOs and now bundles all runtime 'hitches' into a master file. This forces all shaders to be pre-loaded during the initial loading screen, resulting in a perfectly smooth, hitch-free experience. Also, we now have a 6 stage scripted continuous integration system for Windows. Material Refactor & Caching (FREE-987, FREE-981): To support this, we've "cannonized" over 500 materials to originate from a single parent root, dramatically reducing shader building. A new Generator asset was also created to help cache everything for the new shader pipeline. Gameplay & Quality of Life Hallway Room Switch (FREE-989): This is a huge one! You no longer need to run to Ops to manage your rooms. A new "On/Off" switch is now located in the hallway right outside each room, allowing you to activate or deactivate them on the fly. Deactivated Room Visuals (FREE-946, FREE-518, FREE-449): Deactivated rooms now have a clear, visual indicator: a red force field. This makes it much easier to see what's online at a glance. Note: This is a visual-only change for now (it doesn't block the player) and is the first step toward o...
    Read full article on Community Announcements (michael)
  • Patch NotesOfficial

    Hotfix 0.0.4.0.1

    Hotfix 0.0.4.0.1 We've just pushed a hotfix to address some critical issues that emerged after the massive Engine DEVO patch. Hotfixes Fixed a critical bug where level exits were not firing properly, preventing players from leaving areas. (FREE-978, FREE-979) Corrected an issue where the "Random Quickstart" option was misconfiguring the Hotel, leading to a broken game state. (FREE-977) In-Progress & Known Issues A quick note on what we've included in this patch as a part of what’s underway this sprint: Animated Walls are back! (FREE-973) We are continuing to remove extremely large, non-nanite mesh sources. As a result, the "Directly to Choices" Hotel is temporarily missing. (FREE-974) Work on the new Staff activation training video is underway. You may see some red, deactivated door fields—these are a non-blocking, visual-only guide to help explain the new system and have no gameplay function (yet). (FREE-892, FREE-962)
    Read full article on Community Announcements (michael)
  • Patch NotesOfficial

    Vacancy 0.0.4.0 - The Engine DEVO Patch

    The Engine DEVO Patch Overview: This is the single largest foundational update Vacancy has ever received. We have successfully upgraded the entire project to Unreal Engine 5.6.1 (FREE-955). This was a massive undertaking that required us to rebuild, re-optimize, and re-imagine virtually every single asset and system in the game. The result is a more performant, beautiful, and seamless experience. We've taken full advantage of Nanite by "devolving" a majority of our meshes, introduced new procedural tech to reduce the game's footprint, and completely eliminated loading screens. This patch sets the stage for everything to come. Core Engine & Performance Upgrades (FREE-955) UE 5.6.1 Upgrade: The game is now running on the latest Unreal Engine. Nanite Optimization: A majority of the game's meshes have been rebuilt into smaller, modular pieces to take full advantage of Nanite. This will result in a massive increase in performance and visual fidelity. Procedural Stars: The starfield is now a procedurally generated, lightweight Niagara system, dramatically reducing the game's footprint on both disk and in RAM. Procedural Glass: The building's glass is now a beautiful, procedural, math-generated hex matrix with a new scanning effect. It's super lightweight and looks fantastic. Pre-ISM Tron: The Tron system is now pre-ISM (Instanced Static Mesh), which eliminates that system's build-at-runtime, reducing stutters and improving load times. New Features & Gameplay Seamless Hotel: There is now only one level. As part of this change, the Main Menu is now a live view of your current game, allowing you to jump in and out instantly. New Game Start Options: To accelerate gameplay and replayability, you can now start or reset a game at one of three stages. Your Commander's progression always persists. "Full Experience": The complete narrative experience from the beginning. "Directly to Choices": Start the game at the point where the main storyline branches. "Random Quickstart": Jump i...
    Read full article on Community Announcements (michael)
  • Patch NotesOfficial

    The Ghastly REVO Patch

    Patch 0.0.3.12 - The Ghastly REVO Patch Overview: This is a landmark update that introduces the Miysst spectral management system, a deep and engaging economy of emotional energy that completely redefines the Commander's role in the Hotel. This patch fundamentally changes the gameplay loop, adding a new layer of strategy to Guest and Ghast interactions. We've also overhauled room damage, added consequences for unsatisfied Guests, and shipped a host of critical fixes, system upgrades, and new assets. The Miysst Spectral Management System This patch officially introduces the Miysst economy. This is a massive new layer of gameplay, and here’s how it works: Guests Generate Miysst: Guests now have a MiysstLevel that fills up as they enjoy your Hotel. This positive "Green Miysst" is a resource you can see and harvest (FREE-942, FREE-939). The Commander as a Catalyst: Your pulse is now a tool for managing this economy. You can harvest Green Miysst from happy Guests, stabilize scared Guests by giving them your own Miysst, and cleanse Ghasts by converting their negative Red Miysst back into a usable form (FREE-944, FREE-937, FREE-940). Ghasts Now Feed and Evolve: Ghasts are now drawn to Guests with high Miysst levels. They will actively "feed" on this energy, growing stronger and eventually evolving into more powerful forms. This makes managing both Guests and Ghasts a top priority (FREE-947, FREE-941, FREE-943). New Guest States: Guests can now enter a "Fear State" if drained by a Ghast, causing them to cower and flee (FREE-938). Core Gameplay & System Upgrades Cursor System Upgrade (FREE-949): We've completely rebuilt the player interaction system. To bypass some tricky UE5 mouseover issues, we've implemented a new player trace system that works directly from the mouse cursor. The result is a much more reliable and responsive feel that now works flawlessly with all generic button objects in the game. Room Damage Overhaul (FREE-958): The rules for room damage have been sign...
    Read full article on Community Announcements (michael)

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