Welcome to the 2nd Weekly Update!

This week, we collected questions from our awesome community and presented them to the developers.

Although Kite and Birdm’n are super slammed working on the game and preparing for future tests, they managed to take some time and answer some of them!

Check it out, and let us know if you enjoy this kind of content and we may do another Q&A down the line!

Q: When did work on this game begin and what was the inspiration behind it?

Kite: Back in 2017, I was working in Hollywood on television VFX for awhile and got burned out. I’ve always loved games - though I wasn’t interested in working AAA and just end up burned out again.

I remembered games I used to play when I was in college - Garry’s Mod being my favorite. Chaotic funny moments with friends - that’s the recipe for a fun game! Prop Hunt was my favorite game mode, and I saw the potential there for a fresh take on the idea with enough twists to keep it interesting.

The twist is that it’s Hide and Seek at it’s core but the Hiders can fight back instead of just running away all the time. This changes up the dynamic quite a bit.

I was also considering how to theme the game for the core mechanics to make sense. Why are these things hiding inside lamps and chairs? What’s the context? It dawned on me that coloring it all with a Ghost theme worked - and let’s run with all the tropes!

In Oct 2017, I started learning Unreal Engine from YouTube and I started prototyping the idea out. And then, suddenly, here we are! Time flies.

Q: Were you expecting this project to even get close to this popular when you posted it on reddit?

Kite: Definitely not! Of course, you always hope for the best, but it was quite unexpected to hit the front page twice in a row. It’s been really awesome to get everyone’s reactions and ideas - it helps me know what people like about the concept so we can strive to deliver on it!

Q: When is the next alpha coming out?

Kite: Should be in the next 2 months - but not certain. We’ve got a lot on our plate right now and we want to wait until we’ve made enough forward progress to warrant another testing round. Trust us, it will be worth the wait!

I can’t wait really, it was such a blast to play with everyone last time and get their feedback first hand!

Q: What is the biggest thing that is gonna come out in the next test?

Kite: Excellent question! The latest work has been on updating several art assets, including a new Ghostcatcher design with really nice animations and effects. We’re starting to nail down the vibe and look of the game - so the game can be as cool as we want it to be!

We’ve also been working on a new networking backend system. The TLDR is that Steamworks P2P has a lot of issues. Namely, if the host happens to have poor internet connection and/or weaker hardware, all other 7 players connected will have a poor gameplay experience.

So we’re experimenting with a couple solutions, mostly incorporating a fleet of dedicated servers that spool up and down as players join in.

We’ve also made some performance gains on our GPU thread recently - excited to put it to the test and see how it runs on low-end hardware.

The next test may have a proper tutorial as well, but can’t promise it for certain.

Q: Whats the worst bug you’ve EVER had?

Birdm’n: Killcam was the trickiest thing we’ve implemented so far and was a never ending mess of bugs. The features we used to make the killcam work are still considered experimental in Unreal Engine, so we expected to run into issues there. We had so many crashes and other issues with killcams that I can’t even recall all of them. It took some serious work to get that feature to a playable state.



Ultimately, the worst kind of bug is one that we can’t reproduce in a testing environment and we’ve had a few of those. It’s always exciting when we can figure out how to reproduce one of the trickier ones and put it down. The only good bug is a dead bug.

Kite: This one: