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Paranormal Estates: Haunted Robberies

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BREAK IN. STEAL EVERYTHING. DON'T PISS OFF THE DEAD.

Paranormal Estates: Haunted Robberies is a 1–6 player cooperative horror game about breaking into haunted properties, stealing everything worth carrying, and getting out before the former residents decide they've had enough.

The homeowners are dead.

Unfortunately, that doesn't mean they've moved out.

1–6 PLAYERS • CO-OP HORROR • PC

YOU ARE NOT THE HEROES.

Most horror games give you a sympathetic reason for entering the haunted house.

We don't.

You're there to rob it.

Rip paintings off the walls. Pocket valuables. Drag expensive furniture toward the van. Find the property's main objective and decide whether one more trip upstairs is worth the risk.

The ghosts aren't evil monsters guarding conveniently placed treasure chests. These were their homes.

You're the asshole stealing their stuff.

“Remember: if it isn't nailed down, it's inventory.”

— Management

THE GAMEPLAY LOOP

01 — PREPARE

Choose your property, prepare your equipment, and decide what you're willing to risk on the job.

02 — BREAK IN

Get inside. Explore the property. Try not to attract anything's attention.

03 — STEAL EVERYTHING

Search for valuables and haul whatever you can carry back to the van.

04 — SURVIVE THE HAUNTING

The property reacts to your presence. Panic rises. Supernatural events escalate. And eventually something may decide to deal with you personally.

05 — TAKE THE MAIN OBJECTIVE

Every property has something particularly valuable.

Taking it is usually a terrible idea.

You're going to do it anyway.

06 — GET OUT

Deposit the haul, survive long enough to extract, and find out how much Management has graciously decided you're allowed to keep.

“Guys... there's still a TV upstairs.”

THE GREED IS THE GAME

HOW MUCH IS ONE MORE ITEM WORTH?

Haunted Robberies isn't just about surviving a ghost. It's about deciding when you've stolen enough. You can leave. The main objective is secured. Everyone is alive. The van is right there. But you remember seeing a valuable painting upstairs. Your friend wants the television. Somebody swears they saw another room. 

So you go back inside.

That's where Haunted Robberies lives.

GHOSTS DON'T FOLLOW YOUR SCRIPT

THE HOUSE ISN'T WAITING FOR YOU.

The supernatural systems in Haunted Robberies are designed to create unpredictable stories rather than identical scripted scares.

Ghosts investigate, roam, search, chase and react to what's happening around them. Supernatural events can manipulate doors, lights and the environment while your character's panic makes an already bad situation progressively harder to manage.

And stealing a property's most important possession?

That tends to get noticed.

PLAY THE DAMN THING

DON'T TAKE OUR WORD FOR IT.

PLAY HAUNTED ROBBERIES.

Haunted Robberies isn't a pitch for a game we hope to make someday.

It's already playable.

The current development build includes functional multiplayer, playable properties, loot and objectives, ghost AI, panic, supernatural events, extraction and the core robbery loop.

So before you give me a dollar:

Try it.

[ DOWNLOAD THE CURRENT DEVELOPMENT BUILD ]

Development Build Notice: This is an unfinished pre-release build. You will encounter placeholder assets, unfinished visuals, balance issues, bugs and systems that are still being developed.

We're making it available because we'd rather show you what already exists than ask you to fund promises alone.

HI. I'M MOE.

I'm Moe Savari, the developer behind Paranormal Estates: Haunted Robberies and Grand Mishap Studios.

I've spent more than seven years working professionally in game development, and Haunted Robberies is the project I've been building independently around a simple idea I couldn't get out of my head:

What if the people in the haunted house were actually the bad guys?

I've been responsible for the game's programming, multiplayer systems, ghost AI, gameplay systems, technical design, level implementation and production.

What started as a prototype has grown into the playable multiplayer game you're seeing on this page.

But there are parts of making a game where being stubborn enough to do everything yourself stops being a virtue.

THE GAME EXISTS. NOW I WANT TO MAKE IT BETTER.

I am not raising money to begin development.

I'm raising money to bring specialists into a project that has reached the point where specialist work can make a meaningful difference.

  • Professional character and creature artists.
  • Animation.
  • Audio.
  • Testing.
  • Promotional artwork.

And the production resources needed to replace temporary material with work worthy of the finished game.

Development will continue regardless of the campaign.

Funding lets me raise the quality bar without pretending one developer should be an expert at everything.

WHAT YOUR SUPPORT FUNDS

$10,000 FUNDING GOAL

The campaign's initial $10,000 goal is focused on bringing additional specialists and resources into areas where they can make the greatest difference to the finished game.

35% — CHARACTER & CREATURE ART

Professional player-character and ghost artwork, along with replacing temporary visual material.

15% — ANIMATION

Additional movement, retargeting and cleanup, scares, kills and creature-specific animation.

10% — AUDIO

Ghosts, supernatural events, environmental sound and stronger horror feedback.

10% — QA & MULTIPLAYER TESTING

More hardware configurations, network conditions, longer sessions and more opportunities to break everything before release.

10% — PROMOTIONAL & VISUAL PRODUCTION

Professional artwork and presentation for the game, storefronts and promotional material.

5% — PLATFORM & PRODUCTION COSTS

Storefront onboarding, development services and other direct production expenses.

15% — CAMPAIGN COSTS & CONTINGENCY

Campaign/payment costs and breathing room for unexpected production expenses.

If the campaign exceeds its goal, additional funding will primarily expand the amount and quality of professional production work we can commission, increase testing and polish, and provide additional development runway—not dramatically expand the game's promised scope.

ROADMAP

✓ 0.1 Multiplayer

✓ 0.2 Multiplayer Improvements

✓ 0.2.5 UI & Interaction

✓ 0.3 Modern Villa

✓ 0.3.5 Horror Feedback

✓ 0.4 Item Revamp

✓ 0.5 Equipment & Tools

→ 0.6 Objectives

0.7 Ghost Types

0.8 Outsiders

0.9 Replayability / Tutorial / Polish

1.0 Release

TARGET RELEASE WINDOW: Q2–Q3 2027

Development may reach feature completion earlier, but the release window intentionally leaves room for multiplayer testing, balance, platform work, bug fixing and polish.

Roadmap details may change as testing and development evolve. Major changes will be communicated to backers.

[ See more information about the roadmap here ]

LEAVE YOUR MARK

YOU HELPED BUILD THE PLACE.

Backers of the original Haunted Robberies campaign won't simply disappear into a credits list.

Every campaign backer receives the exclusive:

FINANCIAL ACCOMPLICE

Legacy Classification

Higher tiers can leave an approved name or alias inside a special Funder Room commemorating the people who helped make the game possible.

Graffiti. Plaques. Notes. Carvings. Corporate records.

Some marks will be easier to find than others.

The Funder Room will always be accessible through the game's credits.

Although...

There have been reports of a door appearing elsewhere.

Management has no comment.

BECOME AN ACCOMPLICE

$1 — FINANCIAL ACCOMPLICE

Exclusive campaign legacy nametag.

$5 — PETTY ACCOMPLICE

Campaign-era cosmetic set.

$10 — KNOWN ASSOCIATE

Leave your approved name or alias inside the Funder Room.

$15 — ACQUISITION SPECIALIST

Includes a complete PC copy of Haunted Robberies at release.

$25 — SENIOR ACQUISITION SPECIALIST

Personalize your campaign legacy mark with available styles and options.

$50 — EXECUTIVE LIABILITY

Limited to 20. Collaborate with Grand Mishap Studios on the name and backstory of a resident who becomes part of Paranormal Estates lore.

THANK YOU

SERIOUSLY. THANK YOU.

Whether you back the campaign, download the build, wishlist the game, share a clip, report a bug, join a playtest, or simply tell somebody about the weird ghost robbery game you found:

Thank you.

Haunted Robberies has already come much farther than I expected when I started building it, and seeing other people play, laugh, panic, argue over loot and immediately want another run has been incredibly rewarding.

There's a lot left to build.

I'm excited to show you where this goes.

— Moe

Grand Mishap Studios

Management would also like to remind you that emotional gratitude does not constitute additional compensation.

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