A cutaway haunted house at night under a full moon, its rooms lit red and green, with a lantern sign reading Haunted House Simulator

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.