Spooky’s Jump Scare Mansion: HD Renovation, which first launched for PC in March 2017, is coming to PlayStation 4 on October 29 with PlayStation VR support, developer ALbino Moose Games announced.

“[Sony has] very strict quality requirements, especially around VR, and so the VR experience has been enhanced and refined a LOT for everyone,” the studio said in a news post.

Here is an overview of the game, via its Steam page:

Spooky and her mansion of creepy cuties are back in Spooky’s Jump Scare Mansion: HD Renovation! Can you survive 1000 rooms of adorable terror? Or will you break once the cute facade dissolves, and you find yourself running for your life from the unspeakable, hideous creatures that dwell and write in the bowels of this house? They wait for you. They wait, and they hunger for your encounter. . . Spooky’s has been recreated in the Unity engine, featuring HD graphics, 3D models, and some new twists and turns along the way. Now with full controller support, Steam trading cards and backgrounds, new specimens, the ability to toggle between the old and new specimen visuals, and Oculus Rift and Vive support. This new version of Spooky’s will also have Endless Mode and all DLC bundled together. This new game will also have a “Build Your Own Mansion” feature integrating with Steam Workshop. There will be both tools in the game to edit rooms and a development SDK that allows players to create new specimen, mechanics, and whatever they desire and share them on the Workshop!

Additionally, the PC version of Spooky’s Jump Scare Mansion: HD Renovation has been updated with various changes, including:

VR Updates New HUD: Now the display of the interactable label, health, and stamina in VR is attached to where you are looking and collides with the world. The old HUD would cause depth conflicts with the world, which didn’t bother some people, but made others nauseous.

Now the display of the interactable label, health, and stamina in VR is attached to where you are looking and collides with the world. The old HUD would cause depth conflicts with the world, which didn’t bother some people, but made others nauseous. Snap Turn Option: Turning options are now available, you can use smooth turn, or a snap turn of 30, 45, or 90 degrees. 30 degree snap turn is now the default, as it is much more comfortable than smooth turning.

Turning options are now available, you can use smooth turn, or a snap turn of 30, 45, or 90 degrees. 30 degree snap turn is now the default, as it is much more comfortable than smooth turning. Updated render path to Single Pass Stereo: This was weird and complicated but the end result is that in VR the game renders a TON faster and should be viable to play on even lower spec computers.

This was weird and complicated but the end result is that in VR the game renders a TON faster and should be viable to play on even lower spec computers. Removal of forced look changes/most forced movement: This was a common complaint and one of the biggest sources of simulator sickness. There aren’t a lot of places in Spooky’s where this happens (Boss Fight, ending of Karamari Hospital) but it’s jarring when it does happen.

This was a common complaint and one of the biggest sources of simulator sickness. There aren’t a lot of places in Spooky’s where this happens (Boss Fight, ending of Karamari Hospital) but it’s jarring when it does happen. Hide world while paused: Again, this is to prevent depth conflicts between the pause menu and the world.

Changed note placement technique: Previously notes were rendered regardless of what else was on screen, making for a jarring depth conflict when reading notes on popped out cutouts or when close to tables.

Again, this is to prevent depth conflicts between the pause menu and the world. Changed note placement technique: Previously notes were rendered regardless of what else was on screen, making for a jarring depth conflict when reading notes on popped out cutouts or when close to tables. Staircase Collision Changed: Staircases now use ramps for player movement collision – the previous jarring movement from the steps was a source of discomfort. Minor Updates These updates are small and don’t have big explanations behind them. Updated TextMeshPro version and replaced a lot of legacy UI Text components with TextMeshPro ones.

New 3D models. Clay Man minion in the Boss Fight. Keys in Specimen 6’s area. The candle (now with a flame sometimes!).

Elevator polish pass to make the motion correspond more accurately to the audio.

Good ending polish pass & minor updates so you can float around. Bug Fixes Ambient noises don’t continue playing between rooms.

Unknown Spec 5’s room no longer freezes the game if encountered w/ specimen off.

Neutral ending text stays on the screen long enough to read.

Boss Fight’s hand attack is now actually threatening (previously if you did not move, it would not damage you).

A ton of small material cleanups for crispy pixel edges.

Some KH performance improvements.

A bunch of material fixes in Specimen 11s area. The flat top grill once again displays its front as it is supposed to. Known Issues If you have “UI Cancel” and “Menu” bound to the same button (Default Esc on keyboard) and you use that button to close the pause menu, it will immediately re-open.

As for what is coming in the future, the next big update will be “Spooky’s Dollhouse,” which has been in the works “for a while now.” The development team hopes to be done by late December. The update will also include a new Endless leaderboard and new specimen in Endless Mode, and the team also hopes to renovate Specimen 13’s area and chase.

Watch a new trailer below.