Welcome to our latest weekly update!

This week we’re going to talk about some Ghost tweaks we are experimenting with.

As you may know if you have played the recent alpha test, Midnight Ghost Hunt has two phases: Pre-Midnight and Post-Midnight.



Pre-Midnight, Ghosts are fairly weak - they’re trying to survive until Midnight when the tables turn. When the clock strikes Midnight, the Ghosts unlock their true power and become terrifying killing machines. That’s the idea, at least.



We’re looking at ways to set the pacing a bit more clearly for Ghosts.



Are players supposed to be aggressive before Midnight? Or are they just supposed to hide? Somewhere in between, perhaps? Players sometimes felt a little confused about how they should be playing.



We’ve decided to try to make a bit more clear that before Midnight is all about staying alive, running out the clock, and playing tricks on Hunters. Diversion, deception, all that fun stuff. When Midnight arrives, all that goes out the window and it becomes a bit of a brawl.

We felt that most Ghost class abilities felt a bit useless after Midnight, especially Poltergeist. Why would you use any of these abilities when you could just punch them?

To that end, we're looking at upgrading Ghost abilities when the clock tolls.