A co-op horror extraction game

Paranormal Estates:Haunted Robberies

Break in. Take everything worth stealing. Get out before your greed wakes the house.

1–6 PlayersUnreal Engine 5.7C++ & BlueprintsPC

The pitch

Greed is the difficulty setting.

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.

01

Case the Property

Arrive at the vehicle, choose equipment, and identify a way inside.

02

Break In

Hack or lockpick entry points while noise and time begin working against the crew.

03

Steal Everything

Search rooms, manage limited inventory space, and deposit secured loot in the van.

04

Survive the House

Respond to escalating events, hunts, panic, and a ghost that learns where players have been.

05

Extract

Escape with the crew—or leave with fewer people and one extremely expensive vase.

My role

Solo developer from concept to playable MVP.

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.

1–6networked players
9ghost AI states
4inventory slots
1very angry house

Gameplay systems

The house reacts to what players do.

The horror is systemic: player behavior feeds pressure, pressure shapes events, and events change how the crew moves through the property.

AI

Ghost State Machine

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.

P

Panic & House Activity

Player panic drives vulnerability while House Activity preserves the consequences of theft. The crew can recover; the house does not forget.

L

Loot & Inventory

Items have size, weight, hidden value, world interaction, replicated pickup/drop behavior, van storage, and a final extraction reveal.

E

Environmental Horror

Door slams, mirror apparitions, screams, light chases, breaker failures, and house audio are routed through shared scare rules instead of isolated jump-scare scripts.

UI

Minimal Information

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

Server authority without flattening the scares.

The server decides what is true; presentation is routed only to the players who should experience it.

Player ActionsNoise • theft • panic • position
Game State & DirectorAuthoritative scoring and lifecycle
Ghost AIWorld-visible threat
Scare RoutingGlobal or target-only
Player StatePanic and eligibility

Challenge

Make fear fair in multiplayer

Some scares must be shared while others only work if the intended victim sees them.

SolutionServer-selected targets with explicit global, area, and victim-local presentation paths.

Challenge

Keep tension from becoming exhaustion

Constant hunts turn horror into a predictable hide-and-seek loop.

SolutionPressure-aware cooldowns, recovery states, recent-target penalties, and one active haunt at a time.

Challenge

Let ghosts feel intelligent

Instant omniscience is frustrating; instant amnesia is goofy.

SolutionLOS-gated pursuit, last-known-position search, noise investigation, and whole-house roaming after a failed search.

Design pillars

What Paranormal Estates: Haunted Robberies protects.

Horror before chores

Pressure comes from decisions and uncertainty, not busywork disguised as difficulty.

Greed creates stories

The funniest disasters begin when the crew agrees to take just one more item.

Readable, not predictable

Players can learn the rules without knowing exactly when the house will use them.

Co-op chaos with consequences

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.

The robbery now starts before you reach the house.

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.

Current development

  • Public Release: Loot & Item Overhaul — v0.4.0 ΦProcedural valuables, breakable loot, co-op XL carrying and objective systems
  • Equipment Preparation — v0.4.5BossMan Shop, owned equipment and shared pre-heist loadouts
  • Heist Tools — v0.5.0Usable equipment, worn tools, consumables, lock tools and ghost distractions
  • Equipment Economy — v0.5.5 ΩPersistent purchasing, progression, loss rules, vehicle gating and launcher distribution

Gameplay showcase

See the robbery go wrong.

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.

Pre-Alpha Gameplay Work in Progress Unreal Engine 5

The heist loop

Break in. Steal everything. Regret it.

The job is simple on paper. Get inside, fill the van, take the main objective, and survive whatever notices.

A thief breaking into a haunted estate at night
Break InEvery job starts with getting inside.
A player stealing valuables inside an estate
Take What You CanGrab valuables and build the crew's haul.
The Royal Shield main objective highlighted inside the estate
Find the Main ObjectiveEvery property has something worth considerably more.
A thief running from a ghost during a haunt
Survive the ConsequencesThe house does not appreciate thieves.

Support the heist

Help fund Haunted Robberies.

Follow the crowdfunding pre-launch pages to be there when the campaign goes live and help push Paranormal Estates toward public release.

PRE-LAUNCH LIVE

Gamefound

Follow Paranormal Estates: Haunted Robberies on Gamefound for campaign updates and launch notification.

Follow on Gamefound
PRE-LAUNCH LIVE

Kickstarter

Follow Paranormal Estates: Haunted Robberies on Kickstarter to be notified when the campaign goes live.

Follow on Kickstarter

Development roadmap

What we're building next.

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.

v0.5.5 Ω Current Ω Build

Equipment, Heist Tools & Economy Update

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.

  • BossMan Shop and persistent progression
  • Shared pre-heist equipment pool
  • Usable heist tools and worn equipment
  • Noise makers and ghost distractions
  • Equipment loss and crew recovery rules
  • Vehicle-tier and cargo progression

Latest playable build

Download Paranormal Estates: Haunted Robberies

This is the newest development build available for external testing. Older grant, publisher, and archive builds remain separate.

Current Patch v0.5.5 Ω Launcher Build
Available

Equipment, Heist Tools & Economy Update

Install the PE:HR Launcher once. The launcher handles game installation and future updates, replacing the old separate Steam and EOS download packages.

Platform Windows PCPlayers 1–6Version v0.5.5 ΩDistribution PE:HR LauncherUpdates Automatic through launcher
PE:HR LauncherAvailable
Get the PE:HR Launcher Download the PE:HR Launcher for Windows. Install once, then use the launcher to install and update Haunted Robberies.
Development build.

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

Patch Notes

The current patch stays fully expanded. Previous releases are preserved underneath so playtest reports can always be tied to the build that produced them.

v0.5.5 Ωv0.4.5 → v0.5.5Ω

Equipment, Heist Tools & Economy Update

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.

Ω — THE HEIST GETS AN ECONOMY

Three milestones. One connected equipment loop.

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.

Equipment UI & Loadouts

  • Added the BossMan Shop, including money, shop upgrades, item prices, ownership limits, and shop-level requirements.
  • Added a shared pre-heist equipment pool. Bring equipment you own into the van before the job, then collect it during the heist.
  • Added Add All and Remove All controls for faster loadout setup.
  • Overhauled the Van Inventory with item icons, quantities, vehicle cargo capacity, item descriptions, hover details, and a scrollable item list.
  • Added clearer house requirements—larger estates now tell you when your crew needs a larger vehicle before you can select them.

Heist Tools

  • Added and expanded Flashlight, Headlamp, Night Vision, Glowsticks, battery packs, portable work lamps, lockpicks, electronic bypass tool, Crowbar, wire cutters, dolly, medicine, and noise makers.
  • Equipment pickups can now be configured for instant interaction.
  • Head-worn tools use their own equipment slot and stay equipped until dropped. R toggles worn equipment; T drops it.
  • Battery packs refill compatible tools and are consumed after use. Medicine and other consumables are destroyed after use.
  • Crowbars can force compatible doors quickly but loudly; wire cutters can permanently disable breaker wiring.
  • Lockpick upgrades provide safer ways to deal with locks, while the bypass tool handles electronic security.

Noise Makers & Ghost Distractions

  • Added basic noise makers that can be toggled on and off.
  • Added remote noise makers with a separate remote-control item and a short activation cooldown.
  • Ghosts can investigate active noise makers, turn them off, and may break them in the process.
  • Improved ghost focus so major threats and distractions are prioritized more intelligently.

Equipment Economy

  • Organized equipment around shop progression and availability tiers.
  • Added clearer equipment categories and removed irrelevant setup clutter from item data.
  • Protected essential default-owned equipment from permanent loss.
  • If a player dies, dropped gear remains available for surviving teammates during the heist.
  • Equipment loss is finalized only after extraction or game over.
  • Improved quantity limits and loadout balancing for multiplayer crews.

Other Improvements

  • Improved crouching visuals and multiplayer replication so players appear lower while hiding.
  • Improved breaker states, destroyed-breaker feedback, and break-in alarm behavior.
  • Added improved house-loot and cargo planning tools to support house/van progression.
  • Continued vehicle-tier gating so larger jobs require the right van.

Launcher & Updating

  • Introduced the PE:HR Launcher as the new unified way to install and update Haunted Robberies.
  • Retired the current website's separate Steam and EOS download choices in favor of one launcher flow.
  • Future builds can be delivered through the updater without requiring players to manually replace the full game package.
BossMan says: Good luck out there. BossMan expects results, not excuses.

Previous releases

Patch History

Click a version to expand
v0.4.0 ΦPublic Release: Loot & Item Overhaul

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.

Loot & Carrying

  • Procedural loot economy and randomized values.
  • Breakable valuables with per-item degradation.
  • Four-slot inventory with S/M/L/XL sizing.
  • Two-player XL carrying and dolly support.

Objectives & Haunts

  • Main-objective selection and extraction gating.
  • Cursed-haunt behavior tied to stealing the primary objective.
  • Objective UI and color-coded interaction language.
v0.3.5Player State, Settings & Sessions

Rebuilt settings and accessibility, added death spectating and private room codes, and hardened Steam/EOS multiplayer session behavior.

Player Experience

  • Rebuilt Audio, Video, and Controls settings.
  • Added panic audio/visual accessibility toggles and death spectating.
  • Upgraded the project to Unreal Engine 5.7.

Multiplayer

  • Added public/private rooms with six-character access codes.
  • Improved lobby, join validation, session cleanup, and host-leave behavior.
  • Strengthened Steam and EOS session compatibility and reliability.
v0.3.0Rich Neighbourhood

Added the Rich Neighbourhood contract, Steam WAN sessions, stronger ghost navigation, reusable House Manager tooling, replicated breakers, and a major stability pass.

Map & House Systems

  • Added the complete Rich Neighbourhood contract.
  • Added modular House Manager/editor setup tools and whole-house power control.
  • Improved ghost cross-floor pursuit and balcony pathfinding.

Online & Reliability

  • Added Steam WAN hosting, search, and joining.
  • Improved lobby synchronization, travel, loading, interactions, inventory, extraction, and item-drop reliability.
  • Added the official Paranormal Estates interface font.
v0.2.5UI & Interaction Polish

This update rebuilt the menu and lobby presentation while hardening the multiplayer flow for packaged two-player testing.

UI & Lobby

  • Rebuilt and polished the main menu, Host, Join, lobby, Settings, pause, Credits, and How To Play screens.
  • Added themed button artwork, map previews, fixed lobby rows, and improved UI scaling and navigation.
  • Fixed replicated map selection and ready/unready state presentation.

Multiplayer Verification

  • Reworked EOS hosting travel to create a valid listen server after authentication.
  • Verified host/join flow, map synchronization, mission travel, and player movement in packaged builds.
  • Added functional mouse-sensitivity controls and continued packaged-build usability polish.
v0.2.0 Improved Multiplayer + Villa WIP

The multiplayer foundation moved toward a room-based lobby flow and began integrating the larger Modern Villa as the game's next major property.

Multiplayer

  • Reworked multiplayer around player-created rooms and session browsing.
  • Added dedicated session-row widgets with per-room Join controls.
  • Continued EOS WAN multiplayer support and mission-flow improvements.

Modern Villa

  • Added the work-in-progress Modern Villa property.
  • Started gameplay setup for spawning, directors, exits, and mission actors.
  • Added the beach-side van staging area and began defining playable boundaries.
v0.1.0 EOS WAN Multiplayer

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.

Multiplayer

  • Implemented working EOS WAN session hosting and discovery.
  • Wired the main menu to multiplayer Host and Join actions.
  • Added the Paranormal Estates: Haunted Robberies WAN session bucket/query configuration.
  • Validated real host/client play across separate networks.
  • Improved server-authoritative movement and multiplayer mission flow.

Polish added after the MVP build

  • Improved menus, settings, and item interaction.
  • Added gameplay polish and multiplayer mission-flow fixes.
  • Continued loading-screen, return-to-menu, pause-menu, and usability work.
v0.0.1 Singleplayer MVP

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.

Complete Mission Loop

  • Start from the main menu, enter the property, steal valuables, and secure loot at the van.
  • Complete extraction requirements and receive mission results with secured money and survivor information.
  • Return cleanly to the main menu after mission completion.
  • Added van inventory presentation, item information, and extraction guidance.

Playtest Polish

  • Added Master, Music, and SFX volume controls.
  • Added pause-menu Resume, Main Menu, and Quit actions.
  • Added Settings, How to Play, and Credits to the main menu.
  • Added contextual onboarding for inventory, deposits, the main objective, medicine, and extraction blockers.
  • Improved haunt reset reliability, ghost spawn validation, collision boundaries, audio routing, and scare behavior.

Core Gameplay Systems

  • Three-slot inventory with pickup, cycling, dropping, and van deposit behavior.
  • Lockpicking, medicine, breaker interaction, flashlight controls, and randomized door states.
  • Panic, House Activity, noise, theft reactions, and adaptive Director pacing.
  • Ghost roaming, investigation, chasing, last-known-position searching, and haunt lifecycle behavior.

Horror Systems

  • Environmental events including door slams, mirror apparitions, screams, audio stings, and Light Chase.
  • Haunt exit-door locking and restoration.
  • Shared and victim-specific scare routing for multiplayer-ready presentation logic.
  • First-entry scare and audio tuning for less predictable playthroughs.

Join the crew

Follow Grand Mishap Studios.

Development updates, chaotic playtests, clips, and opportunities to get involved with Paranormal Estates: Haunted Robberies.

Credits & production note

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.