Case the Property
Arrive at the vehicle, choose equipment, and identify a way inside.
A co-op horror extraction game
Break in. Take everything worth stealing. Get out before your greed wakes the house.
The pitch
Haunted Heists 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.
Arrive at the vehicle, choose equipment, and identify a way inside.
Hack or lockpick entry points while noise and time begin working against the crew.
Search rooms, manage limited inventory space, and deposit secured loot in the van.
Respond to escalating events, hunts, panic, and a ghost that learns where players have been.
Escape with the crew—or leave with fewer people and one extremely expensive vase.
My role
I own the game design, C++ architecture, Blueprint integration, multiplayer gameplay, AI behavior, UI implementation, technical design, production planning, and day-to-day direction. Marketplace and commissioned assets support the project while the core game logic remains custom-built.
Gameplay systems
The horror is systemic: player behavior feeds pressure, pressure shapes events, and events change how the crew moves through the property.
A server-authoritative Director scores eligible players using panic, threat pressure, recent targeting, and house state. It paces scares and hunts while protecting against repetitive targeting and overlapping haunts.
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.
Player panic drives vulnerability while House Activity preserves the consequences of theft. The crew can recover; the house does not forget.
Items have size, weight, hidden value, world interaction, replicated pickup/drop behavior, van storage, and a final extraction reveal.
Door slams, mirror apparitions, screams, light chases, breaker failures, and house audio are routed through shared scare rules instead of isolated jump-scare scripts.
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
The server decides what is true; presentation is routed only to the players who should experience it.
Challenge
Some scares must be shared while others only work if the intended victim sees them.
Challenge
Constant hunts turn horror into a predictable hide-and-seek loop.
Challenge
Instant omniscience is frustrating; instant amnesia is goofy.
Design pillars
Pressure comes from decisions and uncertainty, not busywork disguised as difficulty.
The funniest disasters begin when the crew agrees to take just one more item.
Players can learn the rules without knowing exactly when the house will use them.
Teammates can save the mission, endanger everyone, or become the reason a lamp was apparently worth dying for.
Current status
Players can move from the main menu into a multiplayer mission, enter the property, steal and secure loot, survive escalating threats, extract, review mission results, and return to the menu.
Haunted Heists is independently developed by Moe Savari under EmberForge 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.