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Haunted House

Haunted House Steam news

改變娛樂工作室, 哈皮 | Q4 2026 | game

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GameSteam Store content

AdventureIndieRPG

  • Steam app typegame
  • Steam App ID2708920
  • PriceNo longer available on Steam Store
  • Release dateQ4 2026
  • Developer改變娛樂工作室, 哈皮

Haunted House news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID2708920
  • PriceNo longer available on Steam Store
  • Release dateQ4 2026
  • Developer改變娛樂工作室, 哈皮
  • Publisher改變娛樂工作室
  • Parent gameNot available

Genres: Adventure, Indie, RPG

Company pages: Developer: 改變娛樂工作室, 哈皮Publisher: 改變娛樂工作室

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Haunted House Steam news

Haunted House news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Haunted House — Dev Diary #7 (Aug 10 – Sep 6) - 6 September 2026

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the seventh dev diary, covering August 10th through September 6th. This one runs long; from here on it's every two weeks. The biggest thing that happened in this stretch is that we threw out a puzzle we'd already half-built — I'll save that for the end and start with everything else. ■ Design ・The puzzles were rebuilt from scratch, once. The original idea was to give every item its own kind of puzzle. Laid out side by side, several of them turned out to be the same thing wearing a different skin. ・The rule now: each puzzle type is paired with exactly two items, and each item uses only one type. All 20 collectibles have a home, and no two of them play the same way. ・The two items sharing a type are always placed apart. You'll never hit the same operation twice in a row. ・The mechanism boxes became sliding puzzles — five diff…

  • Haunted House — Developer Weekly #6 (Aug 3 – Aug 9) - 14 August 2026

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the sixth developer weekly.\・The first room is fully delivered — from the 3D scene and per-object texturing through to the base art, overlay layer, collision mask, baked light and the other asset layers, plus a set of anchor data for alignment.・We also locked down the room production flow and delivery spec (dimensions, formats, anchors), which the remaining rooms will follow.In a sentence: instead of spreading a dozen rooms out at once, we took one room all the way through first — only then do the rest have something to follow.\ (this week's focus)・The map import pipeline is done: reading room data, laying out the whole floor, generating collision, and loading the real assets — all four are connected now. You can actually walk around inside the first room: you can't walk into walls, and furniture blocks you when you step be…

  • Haunted House — Developer Weekly #5 (Jul 27 – Aug 2) - 3 August 2026

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is the fifth developer weekly.\・Alan's four-directional map sprite now has both the falling and the getting-back-up animations finished.・Next up: Alice's map sprite.・The map pipeline spec is locked. The next step isn't mass production — it's painting one room as the style reference.In a sentence: we make sure one room looks right before producing the rest. What the maps have right now is a spec and a process; the scenes themselves are still at the very beginning.\ (this week's focus)・The ghosts got smarter. They used to come at you in a straight line and get stuck on walls; now they path around walls and work out the shortest way to reach you.・Key bindings are fully customizable: even movement keys can be rebound, with conflict checking. Arrow keys and gamepad always stay available, so nobody can lock themselves out of moving.…

  • Haunted House — Dev Diary #4 (Jul 13 – Jul 26) - 27 July 2026

    Hi, I'm Hoppy, producer at Change Entertainment Studio.This is our fourth dev diary — this time covering two weeks of progress, across four teams.【Story】· Kept pushing the narrative writing for the demo's scope — room dialogue, branching choices, the four-language text, and a close proofing pass on the prologue.A note: this batch of writing isn't locked yet, so no spoilers. All I'll say is that we keep checking one thing — that every line a player reads lands with the right feeling.【Art】(these two weeks' highlight)· The first batch of the spirits' CG art is done, and we've started sharing it on our socials.· Our protagonist Alan's four-directional map sprite is moving now — the falling animation is done (we even ran it through an in-scale hallway test), and the getting-up animation is in progress.A note: these two weeks, the visuals really started to move. The spirits' CG is coming toge…

  • Haunted House — Dev Diary #3 (Jul 6 – Jul 12) - 16 July 2026

    Hi, I'm Hoppy, producer at Change Entertainment Studio. This is our third dev diary. Here's last week's progress, across four teams.【Story】· The main script is locked; this week we tightened the dialogue and text for the demo's scope.A note: this stage isn't about adding — it's about polishing lines that are already written until they land, so even the demo's short slice holds its emotional weight.【Art】· Character art is being adjusted around our CG staging plan; the scene-CG pipeline is being refined; some prop icons are being fixed.A note: honestly, a lot of this week's art work was the invisible kind — not cranking out new pieces, but calibrating the pipeline and existing assets one by one. You don't see it, but it's the foundation of whether the demo looks right.【Programming】· Pushing the core systems the demo needs, and steadily breaking features into independent, reusable modules.…

  • Haunted House — Dev Diary #2 (Jun 29 – Jul 5) - 7 July 2026

    Hi everyone — I'm Hoppy, producer at Change Entertainment Studio. This is the second dev diary.Here's last week's progress (Jun 29 – Jul 5), reported by team.\・First pass of detailed script surgery — 15 fixes (flow stitching, unifying wording, lock-version proofing); the producer has reviewed and signed off on each.Notes: Alongside the consistency polish, we went back over every detail of the whole script — not adding things, just making every existing line more precise.\・Locked in a new standard CG pipeline: "clean Blender structure base → per-object texturing → standard outline"・Built a 4-step light/shadow material layer + reflections + procedural wood grain; found the real cause of the AI "bleeding the floor color"Notes: This week's big breakthrough — let a 3D model be the structure base, so the AI only paints materials and never touches the geometry. That locks down AI generation's…

  • Haunted House — Dev Diary #1 (Jun 22 – 28) - 30 June 2026

    Hi everyone — I'm Hoppy, producer at Change Entertainment Studio. This is the first dev diary for Haunted House.I'll post an update every Monday so those of you following the game can see how development is actually going.Here's last week's progress (Jun 22 – 28), reported by team.\・Main scenario advanced to its 6th draft・Finalized seven "environmental narrative fragments" (notes scattered through the rooms)・Reworked emotional cues across the entire scriptNotes: To match the new planning and art direction, we heavily revised the first draft. The script now sits much closer to how the game actually plays, and we've deepened the backstory and core of every spirit.\・First pass of protagonist Alan's "walking-with-a-lantern" animation (4 directions × 3 frames each; still being refined)・Lantern hand pose (held naturally at the side) finalizedNotes: We originally planned 8-directional movement…

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