A co-op horror extraction game

Haunted Heists

Break in. Take everything worth stealing. Get out before your greed wakes the house.

1–6 PlayersUnreal Engine 5C++ & BlueprintsPC

The pitch

Greed is the difficulty setting.

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.

01

Case the Property

Arrive at the vehicle, choose equipment, and identify a way inside.

02

Break In

Hack or lockpick entry points while noise and time begin working against the crew.

03

Steal Everything

Search rooms, manage limited inventory space, and deposit secured loot in the van.

04

Survive the House

Respond to escalating events, hunts, panic, and a ghost that learns where players have been.

05

Extract

Escape with the crew—or leave with fewer people and one extremely expensive vase.

My role

Solo developer from concept to playable MVP.

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.

1–6networked players
9ghost AI states
3inventory slots
1very angry house

Gameplay systems

The house reacts to what players do.

The horror is systemic: player behavior feeds pressure, pressure shapes events, and events change how the crew moves through the property.

AI

Ghost State Machine

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.

P

Panic & House Activity

Player panic drives vulnerability while House Activity preserves the consequences of theft. The crew can recover; the house does not forget.

L

Loot & Inventory

Items have size, weight, hidden value, world interaction, replicated pickup/drop behavior, van storage, and a final extraction reveal.

E

Environmental Horror

Door slams, mirror apparitions, screams, light chases, breaker failures, and house audio are routed through shared scare rules instead of isolated jump-scare scripts.

UI

Minimal Information

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

Server authority without flattening the scares.

The server decides what is true; presentation is routed only to the players who should experience it.

Player ActionsNoise • theft • panic • position
Game State & DirectorAuthoritative scoring and lifecycle
Ghost AIWorld-visible threat
Scare RoutingGlobal or target-only
Player StatePanic and eligibility

Challenge

Make fear fair in multiplayer

Some scares must be shared while others only work if the intended victim sees them.

SolutionServer-selected targets with explicit global, area, and victim-local presentation paths.

Challenge

Keep tension from becoming exhaustion

Constant hunts turn horror into a predictable hide-and-seek loop.

SolutionPressure-aware cooldowns, recovery states, recent-target penalties, and one active haunt at a time.

Challenge

Let ghosts feel intelligent

Instant omniscience is frustrating; instant amnesia is goofy.

SolutionLOS-gated pursuit, last-known-position search, noise investigation, and whole-house roaming after a failed search.

Design pillars

What Haunted Heists protects.

Horror before chores

Pressure comes from decisions and uncertainty, not busywork disguised as difficulty.

Greed creates stories

The funniest disasters begin when the crew agrees to take just one more item.

Readable, not predictable

Players can learn the rules without knowing exactly when the house will use them.

Co-op chaos with consequences

Teammates can save the mission, endanger everyone, or become the reason a lamp was apparently worth dying for.

Current status

The MVP loop is complete. Now it has to look, sound, and feel undeniable.

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.

Next production milestone

  • Playable MVPComplete start-to-finish loop
  • Vertical-slice polishArt, animation, audio, VFX, UX, balance
  • Funding & publishingMegaGrants, partners, and pitch materials
  • Early Access candidateContent, QA, optimization, and launch readiness

Credits & production note

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.