Very Scary Games

The Game

Very Scary House

Two content creators walk into a haunted manor. Only constant communication gets them out.

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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.

Asymmetric puzzles

J1 observes and acts. J2 interprets and transmits the solutions. No one holds the full picture.

Hunted. Haunted. Sabotaged.

A demon tracks you while a hostile spirit sabotages your progress.

Modular replayability

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

Victor

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.

  • Find puzzles, ritual objects and consumables
  • Describe what you see. Follow the manual’s instructions
  • Hide, flee, distract or counter Lorth’

3 HP · Defeat at 0 HP

J2

Alex

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.

  • Track Lorth’ on cameras and warn J1
  • Use J1’s reports and the manual to solve puzzles
  • Restore sabotaged systems and resist Abigail
  • Cannot die in the station
  • Failure against Abigail: temporary blackout
  • During the ritual: enters the house with 3 HP

The house is hunting you

Lorth’

Hunts J1 through the manor. Grows stronger as you progress. Mutates each run.

Abigail

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.

Physical

Strength, speed or levitation change how he moves through the house.

Senses

Hearing, sight or smell reshape the hunt — and can be countered by J1’s consumables.

Special

Grab, miasma, darkness or breath close the distance on J1.

Final

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.

  • A feasible path through the run
  • A reachable ritual room
  • Routes that work for both J1 and Lorth’
  • Working puzzles and cameras

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.

  1. 01J1 collects 4 ritual objects and completes 4 puzzles for the symbols
  2. 02J2 enters the house, traces the circle and the symbols
  3. 03J1 lures Lorth’ into the circle
  4. 04J2 types the incantation in time. Banish him — or fail.

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.

Main menu of Very Scary House — dark manor, fireplace, current build
Current build
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