Case the Property
Arrive at the vehicle, choose equipment, and identify a way inside.
A co-op horror extraction game
Break in. Take everything worth stealing. Get out before your greed wakes the house.
The pitch
Paranormal Estates: Haunted Robberies is a cooperative horror game about thieves, not investigators. Every stolen item raises the stakes, and the safest exit is always one valuable away from being a terrible idea.
Arrive at the vehicle, choose equipment, and identify a way inside.
Hack or lockpick entry points while noise and time begin working against the crew.
Search rooms, manage limited inventory space, and deposit secured loot in the van.
Respond to escalating events, hunts, panic, and a ghost that learns where players have been.
Escape with the crew—or leave with fewer people and one extremely expensive vase.
My role
I lead the game design, C++ architecture, Blueprint integration, multiplayer systems, AI behavior, UI implementation, technical design, production planning, and day-to-day development. Marketplace and commissioned assets support production while the core gameplay architecture and systems remain custom-built.
Gameplay systems
The horror is systemic: player behavior feeds pressure, pressure shapes events, and events change how the crew moves through the property.
A server-authoritative Director scores eligible players using panic, threat pressure, recent targeting, and house state. It paces scares and hunts while protecting against repetitive targeting and overlapping haunts.
Ghosts roam, investigate noise, chase on confirmed sight, search last-known locations, interact with doors, and return to whole-house roaming when the trail goes cold.
Player panic drives vulnerability while House Activity preserves the consequences of theft. The crew can recover; the house does not forget.
Items have size, weight, hidden value, world interaction, replicated pickup/drop behavior, van storage, and a final extraction reveal.
Door slams, mirror apparitions, screams, light chases, breaker failures, and house audio are routed through shared scare rules instead of isolated jump-scare scripts.
Loot value and panic stay hidden during the robbery. Players read the world, their teammates, and sound—not a dashboard full of certainty.
Technical architecture
The server decides what is true; presentation is routed only to the players who should experience it.
Challenge
Some scares must be shared while others only work if the intended victim sees them.
Challenge
Constant hunts turn horror into a predictable hide-and-seek loop.
Challenge
Instant omniscience is frustrating; instant amnesia is goofy.
Design pillars
Pressure comes from decisions and uncertainty, not busywork disguised as difficulty.
The funniest disasters begin when the crew agrees to take just one more item.
Players can learn the rules without knowing exactly when the house will use them.
Teammates can save the mission, endanger everyone, or become the reason a lamp was apparently worth dying for.
Current status
Version 0.3.5 completes the player-state and session-polish phase with expanded settings, panic accessibility controls, death spectating, private room codes, stronger session cleanup, and more reliable Steam/EOS multiplayer behavior. The next major focus is the item revamp and equipment architecture.
Gameplay showcase
A look at Paranormal Estates: Haunted Robberies in motion: breaking into a haunted property, securing valuables, surviving supernatural pressure, and discovering why “one more item” is usually a terrible plan. Gameplay footage taken with v0.1.0.
Development roadmap
Follow Paranormal Estates: Haunted Robberies from its first playable prototype through multiplayer, the current UI polish milestone, Villa integration, new systems and content, the tutorial conversion, visual upgrades, and the Early Access launch.
Version 0.3.5 expands player feedback and multiplayer usability with rebuilt settings, panic accessibility controls, death spectating, public/private rooms, six-character access codes, improved session cleanup, and stronger Steam/EOS compatibility.
Latest playable build
This is the newest development build available for external testing. Older grant, publisher, and archive builds remain separate.
Version 0.3.5 overhauls settings and accessibility, adds death spectating, introduces public/private rooms with access codes, and strengthens multiplayer session behavior across Steam and Epic Online Services.
Paranormal Estates: Haunted Robberies is still in pre-alpha. Expect incomplete presentation, balance changes, placeholder assets, networking bugs, and areas and systems that are still under active development. Feedback is very welcome; summoning contractors for the ghost is not.
Current update
The current patch stays fully expanded. Previous releases are preserved underneath so playtest reports can always be tied to the build that produced them.
Version 0.3.5 is a major usability and multiplayer-quality update. It rebuilds settings, adds panic accessibility controls and death spectating, introduces private rooms with access codes, and hardens the full Steam/EOS session lifecycle.
Previous releases
Added the Rich Neighbourhood contract, Steam WAN sessions, stronger ghost navigation, reusable House Manager tooling, replicated breakers, and a major stability pass.
This update rebuilt the menu and lobby presentation while hardening the multiplayer flow for packaged two-player testing.
The multiplayer foundation moved toward a room-based lobby flow and began integrating the larger Modern Villa as the game's next major property.
The first multiplayer-distributed build. This release took the completed single-player MVP and connected the mission flow to Epic Online Services for real WAN host/client testing.
The original packaged Paranormal Estates: Haunted Robberies milestone: a complete start-to-finish single-player MVP used as the stable foundation for later multiplayer builds.
Paranormal Estates: Haunted Robberies is independently developed by Moe Savari under Grand Mishap Studios. The current pre-alpha uses licensed marketplace assets and placeholders alongside original gameplay code and systems. Credits will be expanded as commissioned production art, animation, audio, and other final assets enter the project.