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.
Version 0.5.5 Ω completes the equipment arc across 0.4.5, 0.5.0, and 0.5.5: players can buy tools, prepare the van, use specialized equipment during the job, risk losing gear on death, and carry persistent progression from one robbery into the next.
Version 0.4.0 α overhauls valuables from spawning to extraction with procedural loot values, breakable items, four-slot inventory rules, cooperative oversized loot, objective tracking, cursed main-objective behavior, and a scalable item architecture for future updates.
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.
The heist loop
The job is simple on paper. Get inside, fill the van, take the main objective, and survive whatever notices.




Support the heist
Follow the crowdfunding pre-launch pages to be there when the campaign goes live and help push Paranormal Estates toward public release.
Follow Paranormal Estates: Haunted Robberies on Gamefound for campaign updates and launch notification.
Follow on GamefoundFollow Paranormal Estates: Haunted Robberies on Kickstarter to be notified when the campaign goes live.
Follow on KickstarterDevelopment roadmap
Follow Paranormal Estates: Haunted Robberies from its first playable prototype through multiplayer, the current loot-and-item overhaul, equipment systems, secured objectives, new ghost types, broader replayability, the tutorial conversion, visual upgrades, and the Early Access launch.
Version 0.5.5 Ω completes the equipment arc across 0.4.5, 0.5.0, and 0.5.5, connecting BossMan's shop, pre-heist loadouts, usable tools, equipment loss, vehicle progression, and persistent economy.
Latest playable build
This is the newest development build available for external testing. Older grant, publisher, and archive builds remain separate.
Install the PE:HR Launcher once. The launcher handles game installation and future updates, replacing the old separate Steam and EOS download packages.
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.
The robbery now starts before you reach the house. This update expands the full equipment loop—from buying tools, to loading the van, to surviving long enough to use them.
Across v0.4.5, v0.5.0, and v0.5.5, Haunted Robberies gained equipment preparation, usable heist tools, BossMan's persistent shop economy, equipment ownership and loss, and vehicle progression.
The new Paranormal Estates launcher changes distribution too: install once, then let the launcher handle game installation and future updates.
Φ rebuilt what you steal. Ω changes what you bring, what you risk, and what comes home with you.
Previous releases
Rebuilt the loot layer with procedural valuables, breakable item value, four-slot inventory rules, cooperative XL carrying, objective tracking, cursed main-objective behavior, and scalable item architecture.
Rebuilt settings and accessibility, added death spectating and private room codes, and hardened Steam/EOS multiplayer session behavior.
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.
Join the crew
Development updates, chaotic playtests, clips, and opportunities to get involved with Paranormal Estates: Haunted Robberies.
Join the Grand Mishap Studios community, follow development, share feedback, and watch for controlled playtesting opportunities.
Join the Discord ↗ VIDEOSFull playtests, Criminal Incompetence, development videos, and assorted workplace disasters.
Watch on YouTube ↗ SHORTS & CLIPSQuick doses of haunted robbery chaos, bad decisions, and the consequences of taking one more item.
Follow on TikTok ↗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.