Asymmetric puzzles
J1 observes and acts. J2 interprets and transmits the solutions. No one holds the full picture.
The Game
Two content creators walk into a haunted manor. Only constant communication gets them out.
Concept
Very Scary House is a cooperative asymmetric horror game built on communication under pressure. Physically separated but linked by voice, two players combine information, solve puzzles and prepare a ritual before the demon Lorth’ kills them.
J1 observes and acts. J2 interprets and transmits the solutions. No one holds the full picture.
A demon tracks you while a hostile spirit sabotages your progress.
A seed system changes the house layout, object placements and puzzles every run.
The Hawthorne manor
Victor and Alex are two content creators fascinated by the supernatural. Looking for a standout live, they enter the abandoned Hawthorne manor in Louisiana. What starts as an investigation becomes a fight to survive.
J1
Explore and survive
Inside the manor, J1 searches for ritual pieces while escaping Lorth’. He sees the danger — but depends on J2 to understand it.
3 HP · Defeat at 0 HP
J2
Observe and guide
From the control station, J2 splits attention between cameras, the manual and Abigail’s attacks. He has the tools to guide J1 — but never sees the whole house.
The house is hunting you
Hunts J1 through the manor. Grows stronger as you progress. Mutates each run.
Sabotages systems and communication. Haunts both players. Makes the house feel alive.
Lorth’ evolves
One demon. Endless possibilities. Each evolution changes how he perceives, moves and attacks — and his body mutates so players can read the new threat. In Twitch mode, chat picks among proposed evolutions.
Strength, speed or levitation change how he moves through the house.
Hearing, sight or smell reshape the hunt — and can be countered by J1’s consumables.
Grab, miasma, darkness or breath close the distance on J1.
Teleportation, invisibility, illusion — detectable on J2’s cameras as screen distortions.
Replayability
The house is not random chaos. It is assembled from modular rooms under level-design rules, so every seed stays playable, readable and fair.
Twitch mode
The audience doesn’t just watch. It haunts.
Viewers become a collective manifestation of Abigail. They do not control a character in the house — they vote on events that disrupt the players. Lorth’ stays fully AI-controlled. Viewer participation is always free. No purchase grants extra votes or influence.
Classic: two players. Abigail’s actions and Lorth’ evolutions are selected by the game.
Twitch: two players + audience. Chat chooses some of Abigail’s actions and Lorth’s next evolution.
The final ritual
The climax brings both players into the house. About 25 minutes of exploration before the final ritual.
Victory: puzzles, objects, circle, trap, incantation.
Defeat: J1 or J2 reaches 0 HP, or the final incantation fails.
Current prototype
A playable prototype exists today.
