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Fantasma

You're about to become a paranormal investigator in this 1-4 player co-op psychological horror. Search for clues, hunt cursed artifacts, and banish what's haunting this place before it finds you first. Fail, and you become the next nightmare.

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Search Google: Who developed Fantasma?Developer scaleThe operating scale of the game's developer.
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About the Game



In-Depth Detail

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So this all started because of some dumb rumor online about a haunted place. Obviously I had to check it out, and obviously I dragged my friends along because there's no way I'm doing this alone. The second we got there though, something in the dark noticed us. Like, actually noticed us. It wants us here. It wants us scared out of our minds. So now we've got two options: fight back and banish this thing, or just ... let it take us.

Play as One of Us
You're going to love running around with gadgets we basically built out of junk lying around. You'd be tracking down cursed artifacts, trying to open the door to the underworld, and taking out whatever's the final anchor to this place before it takes you out first.

Key Notes:

  • Teen Engineered Equipment
    None of our gear is fancy, sometimes it's all homemade stuff cobbled together from whatever we could find. Scavenged electronics to track artifacts, random junk we turned into weapons because that's genuinely all we had. You can upgrade your stuff between runs so you're not walking in with the same broken flashlight every time.

  • High-Stakes Contracts
    Every case is different, hauntings, cursed relics, missing persons, you name it. New places, new problems, and it never feels like the last one.

  • Unique Entities
    Every Entity has its own thing going on. Different powers, different personality, different way of trying to ruin your night. You never really know what you're walking into.

  • Dynamic Horror Events
    The entity doesn't just sit there waiting for you to find it. It messes with you. Random stuff happens mid-run to throw you off and freak you out, and it's different every time.

  • Procedural Content Placement (PCP)
    The maps aren't the exact same every run, but they're not totally random either. It's built from real designed layouts so it still feels like a place, just enough changes each time to keep you on edge.

  • Artifact Hunting
    You can pick up and move basically anything. Shove stuff around, mess with objects, most of the time you will be looking for artifacts anyways. - they can help you in the long run ....

  • Proximity Chat
    Talking to your friends only works if you're actually close to them. So yeah, get separated and good luck, you're on your own until you find each other again ... unless you have a walkie then maybe.

  • Garage Lobby Customization
    This is basically our hangout between runs. Deck it out with whatever you've earned, set up your loadout, hang your trophies on the wall, whatever. It's your crew's space.

Now that basically covers it all, I think you will do just fine ... right?