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Hearing things? | Development Preview #13 | 03/08/23

Welcome back, we've got some news for you!

Any information and images are Work In Progress (WIP) and may change drastically before releasing



We thought it was about time to show the changes to ID cards and how you'll customise your ID cards now that you have two slots to choose from!

ID cards have received some small changes, some of which we've shown already:
  • The platform you are playing on is displayed in the top left of the card's banner.
  • Before your level is a Roman numeral, displaying your current prestige.
  • The Experience bar is now coloured to match the selected ID card theme, and is wider.
  • There are now two slots for badges!


A new "edit" button has been added to the top right of the ID card, you can click this at any time while in the Lobby to edit how your ID card looks. Clicking this button will open a new window for you to make changes, and clicking it again will save it.

The first list is a choice of your unlocked prestige badges. This allows you to display a badge that isn't necessarily the current prestige you are in, perfect if you just want to progress through the ranks, but don't like a certain prestige's badge or colours. You can even choose to not display a badge at all!

The second list holds your 'Special' Badge, these could be roles that you have such as being an Official Content Creator, part of the Discord Staff, or just an event badge that you've earned from a seasonal challenge (such as Easter). Similar to the prestige slot, you can opt to display no badge in this slot too.

Lastly, you can choose your ID theme, the two options available will be based on the two badges that you currently have equipped. Picking one of these will theme your ID card with the matching colours and title for that badge!

The ID Customisation window with a player that is Prestige III but has chosen to equip the Prestige I badge and the Artist Badge. (prestiges 2 and 3 have been blurred to keep them a surprise)



The Parabolic Microphone has had its ups and downs throughout the course of Phasmophobia's development cycle. With Progression, we wanted to make sure that it's a useful, unique item and push it slightly closer to its real-world functionality with some exciting new in-game features.

Tier I is a small, affordable parabolic microphone. Turning it on will equip the player with a set of headphones, muffling the world around them. When the parabolic microphone picks up a sound with its long range, it will be played through the headphones allowing the player to hear it clearly.



Tier II is an improved version adding a small display screen. With a larger sound amplifying dish and improved sensor, this Para-mic can pick up sounds at a longer range, as well as displaying the combined volume reading for each sound.



Tier III adds even more: with new technology, the Tier III Para-mic is able to visually display exactly where the sound is coming from on its 'sonar-style' display. Additionally, each individual sound spot on the screen will display its volume, perfect for those noisy environments with multiple sounds playing at once.



That's it for Development Preview #13. We'll catch you with some more teasers soon!

If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia

Thanks,
[h3]The Kinetic Games Team [/h3]

Moving Forwards | Development Preview #12 | 26/07/23

Welcome back, we've got some news for you!

Any information and images are Work In Progress (WIP) and may change drastically before releasing



Here's a breakdown of some of the major progression changes coming with the update:

[h3]Experience and money[/h3]

Experience and money values are now tied, if you earn $100, you'll also be earning 100xp. Nice and simple.

The amount of money and experience you'll be earning has skyrocketed when compared to the live version of the game. Individual values have been tweaked (like moving the bone out of the reward multiplier) to make gameplay feel more rewarding and encourage players to complete the main objectives.

Money, money, money...
[h3]Levelling and prestiging[/h3]

Each level's required experience increases as you level, and that amount increases further the closer you get to level 100. For example; you'll need 100xp to get from level 1 to 2, but over 5000xp to get from level 99 to 100.

When you finally reach level 100 you'll be presented with a choice:
  • Continue playing as you are, levelling past 100*
  • Or at any time, you can opt to prestige; resetting your money, level and equipment, in favour of gaining an additional Loadout Slot, a new unique badge and title for your ID card, and a new patch for your player's arm
[h3]Consumables[/h3]

With the equipment system, some items will be labelled [CONSUMABLE] in the shop. If one of these items is used at all during a contract, it will need to be rebought** when you return to the lobby. Some upgrades for consumable items actually remove the need to rebuy them each time too!




Some of you may remember in our Ultraviolet preview that we mentioned Salt specifically, so we thought it was time to dive deeper into some details.

As you know, with the new Ultraviolet changes, Salt will become an aid in gathering evidence. If your ghost isn't feeling interactive enough and just won't touch a door or window, you can place some Salt and gather Footprints instead!

With Equipment Upgrades, Salt is a little more useful than it was previously:

Tier I is the Ghost Huntin' Salt shaker, it can place two piles per canister, and you can bring three canisters into each contract. The Footprints created by stepping in this pile will act in the same way as fingerprints for that ghost e.g. an Obake may leave fewer footprints than other ghosts!



Tier II is a wooden container filled with a special pink Himalayan Salt. With its larger capacity, you can place three piles down, but instead of a small spot, you can place a line of salt, perfect for blocking doorways or corridors.



Tier III brings lots more to the table: A glass bottle filled with a custom blend of Black Salt that has been blessed.
  • If a ghost steps in this during its passive state, it will be repelled back the way it came. Allowing you to effectively trap a ghost in its room if you place the salt correctly.
  • During the ghost's hunting state; if a ghost passes through this special salt, it will be slowed down considerably for a short time.
This poor Oni didn't stand a chance:

* to a maximum of level 999

** an auto-refill button will be added to the loadout screen, so you don't need to manually buy things after every contract.

That's it for Development Preview #12. We'll catch you with some more teasers soon!

If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia

Thanks,
[h3]The Kinetic Games Team [/h3]

You'll finally be able to play Phasmophobia on console this August


After cementing itself as a pandemic hit, Phasmophobia is finally making its way to consoles with an early access release.


Alongside Among Us, Phasmophobia found a lot of success over the various lockdowns we had during the pandemic, primarily because it offered a good way to play something scary with friends online. You've only been able to play it on PC up until now though, but as announced by developer Kinetic Games, the horror game is coming to PS5, PlayStation VR2, and Xbox Series X/S this August. Kinetic Games shared details of the upcoming release on Steam, saying that you should "keep your eyes peeled for a more detailed release date in the coming weeks."


Kinetic Games noted that when the game does launch on consoles, it will start with the Progression 2.0 update, and is planned to be updated "regularly alongside the PC version with content and bug fixes." In terms of player safety, reporting and player bans will also work across all platforms, and you'll be able to block players from the journal, in term muting them indefinitely until (and if) you unblock them.

Read more

Phasmophobia is finally coming to consoles!

[h3]We heard you loud and clear, and now it's finally coming...[/h3]

Phasmophobia will enter Early Access for consoles on Xbox Series X | S, PlayStation 5, and PlayStationVR2 this August. Keep your eyes peeled for a more detailed release date in the coming weeks.

When Phasmophobia launches on consoles it will start with the Progression 2.0 update, and be updated regularly alongside the PC version with content and bug fixes.

Reporting and player bans will work across all platforms, and we've added the ability to block other players from the journal, which will mute them indefinitely until you unblock them.

Lastly, all platforms will feature optional crossplay, and players can see which platforms their teammates are playing on by the icon displayed on their ID card.

We hope you're just as excited as we are to welcome in a new community of Ghost Huntin' Investigators!

A preview of the ID Cards showing platform icons



If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia

Thanks,
[h3]The Kinetic Games Team [/h3]

Ultraviolet | Development Preview #11 | 19/05/23

Welcome back, we've got some news for you!

Any information and images are Work In Progress (WIP) and may change drastically before releasing



Fingerprints have been one of the more reliable evidence types in Phasmophobia. But we felt it could have a few things adjusted to make it feel more immersive, more fun in certain situations (we're looking at you High-School gym...), and more interactive.

Firstly, we've renamed 'Fingerprints' to 'Ultraviolet'. The main reason was to address getting Fingerprints in some of those more open areas that are really frustrating for players. If your ghost refused to move somewhere with doors or other interactables, you might never get that Evidence!

To remedy this, if a ghost steps into a Salt Pile* it will now only show Footprints if it has Ultraviolet Evidence! Non 'Ultraviolet' ghosts will still step in the pile and give you the initial photo, and Wraiths will still never step in the pile.

Next, we found that taking photos of Fingerprints and Footprints never made much sense. You would see the print with your UV light, put it away, then proceed to take a photo of nothing.

With Progression 2.0, we've added UV charging:

When shining a UV light onto Fingerprints or Footprints, you will still see it straight away, but additionally, the light will charge up the print. After putting your UV light away, the print will stay visible for a short period (depending on how long you charged it for), allowing you to take a photo**!

Tier I is the Glowstick, after snapping it to turn it on, it projects a short-range area light that lasts around one minute before dimming***.



Tier II is a UV Flashlight with a brighter, longer range, narrow spotlight, boasting a much faster UV charge time!



Tier III is the UV Light Pro, a chunky flashlight that has a much brighter and wider cone of light, as well as an even quicker charge time! Perfect for locating Ultraviolet Evidence quickly on a larger scale!



*Salt Piles will also be getting some neat new features which you'll have to wait and see for yourself soon. What could they be?

**This also fixes the major issue of trying to sell off your blank photos to Ghost Huntin' Distribution and expecting reasonable payment!

***You can always give it another shake to give it some extra life!

That's it for Development Preview #11. We'll catch you with some more teasers soon!

If you experience any issues or want to give feedback, please join the official Phasmophobia Discord: https://discord.gg/phasmophobia

Thanks,
[h3]The Kinetic Games Team [/h3]