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Hauntworks

Entertain the living. Employ the dead. Farm fear for profit. Build an automated scare factory where monsters are your staff and screams are the supply chain.

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Search Google: Who developed Hauntworks?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Hauntworks?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Hauntworks self-published or published by Elbow Elbow Games?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Hauntworks and Elbow Elbow Games funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Hauntworks and Elbow Elbow Games?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Hauntworks?Release statusWhether and how the game has been released.

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About the Game

You died, or so you thought. Your soul is trapped in a liminal haunted house until you can satisfy five otherworldly entities. They don't want money. They want screams, laughter, vomit, and mind shards from the living.

Orchestrate your operation room by room. Place traps where the flow of guests is heaviest. Chain together scares, laughs, and gore for bonus resources. Where the house falls short, do the scaring yourself with a variety of supernatural spells.

Manage a team of creatures each with a personality, skill set, and needs of their own. They are not easy, but they get the job done. Experiment to find where they are most useful. Oh — and they may occasionally slay a customer.

Five supernatural entities, the Patrons, keep you in Limbo. They each want a specific resource from the living. Fulfill their requests, and they'll help you plan an escape. Or you may just end up liking them enough to stay.

Screams, vomit, laughter, mind shards: all raw material. You must compress them, combine them, and refine them into products of increasing absurdity.
"Accidents" happen, right? Guest deaths attract attention, some of it warranted, but always unwanted. You'll need to dispose of any bodies before the Bureau of Liminality catches on. Otherwise you may have to sweet talk them. How you handle the Bureau determines how much time you have.