
Haunted House Simulator
Design the scare. Run the attraction. Watch them flinch.
Draw a floorplan, dress the rooms, and author the scares as Scare Nodes: trigger, conditions, sequence, cooldown. Then run a simulated playtest that grades the house on Dread, Shock and Cheapness before you publish it.
Publish, and the business starts: staff wages, prop wear, fog fluid, seasons with the October surge, and a star rating that drifts with how well you run the place.
Tour your own house, or someone else's, in first person, third person or top-down, with a battery flashlight, a composure meter that can panic-fail you, and a Flinch Card captured 350 ms after the scare lands. Mark a room as a security office and the tour becomes a Night Shift: hold the desk until 6 AM on a power budget while your own animatronics advance through the house.