




The answer is simple: we do see them, but they don’t let us remember.

- Retro 3D graphics with photo-edited textures.
- Combat and puzzles designed around the astral projection mechanic.
- Fast-paced combat: get close to the enemies with your spirit for extra damage, but beware of leaving your real body vulnerable.
- Random enemy encounters, no room is safe.
- Surreal story revolving around an SCP-esque take on haunted houses.
You feel trapped inside. Diseased, weak, barely holding on. You wanted an escape. So it escaped. It was you, or at least made from what is you.

- Recall your memories.
- Collect all the missing information.
- Remember your mistakes.
- Don’t give up.
LINGER has been trying to understand the Haunted House phenomena for years. It’s not an easy task, since information is constantly lost.
More intensive research is needed.
We are going in.

Explore twisted, almost gone rooms. Rip yourself off your body to reach impossible spots and reveal the unseen.
- Mind-screwy map.
- Fixed camera angles built with modern controls in mind.
- Survival horror staples such as limited healing items and save points.
- Possibility of choosing between modern and tank controls.
- 6 different difficulty settings.
- Built-in achievement system.
-Fixed a bug that prevented players from unlocking ending 2. The reason? I wrote cd instead of CD in the code. Programming errors are like politicians, the dumber, the more dangerous.
-Changed the trigger warning screen to include mentions of disorienting visual effects
-Fixed a typo on the difficulty selection menu (How did this slip in?)
I'll be honest: VERTIGROWL is basically vent art about how working on banking IT feels like. You'll fight obtuse systems, perform repetitive tasks, wonder what the hell are you doing, receive almost no prior info, and then complain with your fellow employees in a private chat room.
To be more specific, in VERTIGROWL you take control of a window cleaning platform that takes a certain number of orders, and then executes them. Planning ahead will be crucial as you ascend through an eldritch spire.
The games plot makes use of the Haunted House concept established in Pseudo-Haunting, meaning theres going to be plenty of confusion and weird monsters. Despite sharing concepts, its not a sequel and it will be a much shorter and cheaper ride.https://store.steampowered.com/app/3053770/VERTIGROWL/
Added a combat tutorial for chill difficulty since the default one was not appearing due to being tied to the (disabled in chill) random battles.
-Fixed a bug that made the "Not a Safe Place" exit door lead nowhere.
-Fixed a series of dumb mistakes that made the final vending machines unable to give the CD collectibles.
Fixed a bug that disabled the main menu if you pressed "Enter" too early.
Its been 6 months of figuring out how 3D works and facing the overwhelming dread that civilization might collapse before I finish this game, but its done. Making a retro survival horror was much more traumatizing than playing it, but here we are.
[strike]Fatal Frame with a Stand[/strike] Pseudo-Haunting has been released.
This house is haunted, and so are you.
Its time. The game is done and tested, only minor improvements are left. I decided on Friday 5 for a release date so I can respond to bug reports or questions about puzzles during the weekend, if I released it during workdays I would only be available to answer those around 2 hours per day.
Its been a really weird journey. Despite all of the murder ghosts, odd puzzles and existential dread, you made it to the end. Pseudo-haunting is complete. Im not going to spoil the last chapters gameplay gimmick, so Ill just say it involves the only thing scarier than a good monster design: an invisible monster.
So, what now?
Testing, duh.
So far I managed to play the whole thing with minimal issues. I plan to see if I can gather a small amount of playtesters and release the full game this April.
Miscellaneous changes:
- Doors now have a slight glow effect so they are easier to see.
- Interactable buttons are now white instead of black so they are easier to see.
[u]Obvious spoiler warning for the gameplay![/u]
Personal space please
So for the last devlog we had a bunch of separate levels, each set messing with a separate mechanic. Now the logical route would be mixing them for this chapter.
Does this look like a logical game to you?
For chapter 3 I wanted to change up the gameplay since repetition can turn the scariest scenarios into a boring chore, so I decided to borrow yet another page from Fatal Frame. Specifically, the section in Crimson Butterfly in which you lose your combat mechanic and have to run away from an unbeatable chaser enemy.
Theres a catch, though: the normal enemies can still be encountered. How do you beat them? You have the chaser hit them for you.
Yes, its 6 Feet Behind 2.
Also, if you turn back after being told that you cant turn back, pick up an odd key and brace a section with the chaser and bullet hell hazards again, you can pick up and old friend.
A quiet place OH GOD THEYRE HERE
This section ended up being somewhat short so I added a more chilled-out walking sim level afterwards (chapter 3.5?), although you can still encounter random battles there and maybe something else.
Misc. changes
- Removed the mental notes mechanic as it ended up being useless.
- Added a new difficulty which disables the random fights, but retains the scripted ones and the boss encounters.
Now only the final chapter is left, and its main gimmick is already up and running at the time of writing this.
So its been a while. Turns out making a classic survival horror takes time even if the backgrounds are close to minimalistic. Gamedev is a prison, and I have Stockholm Syndrome.
Former laboratory
The main bulk of progress has been the laboratory area. This would be considered the second chapter in the game, although its a lot bigger than the remaining two chapters I have planned.
Remember that part in the demo where you could do 3 puzzles in any order? The laboratory is similar, except each door leads to a series of puzzles and fights centered around a new mechanic each. For instance, one of them involves a projectile type that can be blocked with your ghost body. Basically, its like 3 jam games experimenting with one mechanic, with occasional battles and inventory management. Also, each one has remixed versions of previous enemies and a boss fight at the end.
At the moment, both the chapter in the demo and the laboratory take almost 1 hour to complete if you know all of the puzzle solutions and skip the cutscenes and lore documents on the floor. Even though testing has been tiring as hell, I actually enjoyed playing through the game once all of the many, many, many bugs were found and fixed. Which is a good sign, since I spent practically two weeks replaying the same sections over and over.
Is it a cake? Is it a floppy disk? Its both!
This was already teased in the old screenshots, but the laboratory introduces the save token amalgams. Basically, they are items that can either be used to save the game or as one of the healing items. This allows Pseudo-Haunting to have that but I might need this later factor (the true horror in survival horror) while keeping the inventory management as simple as possible. When saving, you will be able to choose which item type you want to sacrifice in the name of keeping your progress.
Will I ever make a demo thats the final version of its chapter
The changes are not limited to the laboratory, theres also been several tweaks which will be present in the final game. The current demo might be deleted when the full game releases, as theres several aspects that dont match the full game.
- Touching an enemy with the ghost body now deals reduced physical damage instead of psychic damage.
- Added hidden collectables for getting the true/good/slightly-less-bad ending and a small cutscene introducing them.
- One of the puzzles in the demo area has been completely changed.
- The first boss has been fully overhauled.


Undone has been redone
Despite all of the progress, I really need a small break from development in the form of different development. So I decided to remaster my first Godot project, Until its Undone. Its a fairly small game, so it should be released by January 2024. At the time of writing this, almost every single asset has been remade. Its not just a coat of paint, though. Unmastered will have a few new sections with unique gameplay to justify being sold (the price will probably be 2$).

- Fixed a bug that made some enemy bullets phase through the players real body even if they touched it.
- Reworked the pause menu.
- Added the option to disable the dither effect.

- Changed the graphics distortion effects to be higher when on real body and lighter when on ghost body.
- Modified the protagonists walking animations.
- Modified the protagonists walking speed to match the limp walk animation (Slower when taking a step, faster when dragging the limp leg, overall slightly faster).
- Minor adjustments to the games physics.
- Made interactable documents easier to see.
- Documents that can only be read when in real body are now colored red.
- Documents that can only be read when in ghost body are now colored blue.
- Changed the sounds for taking physical and psychic damage.
- Enemies have higher HP but lower spawn rates.
- Enemy bullets can now phase through walls.
- Random battles disabled in rooms with scripted battles until you beat said scripted battle.
- Psychic stability drain disabled during boss battles.
- Added the ability to switch to a top-down view when using the ghost body.
- Added a new room with a quick tutorial for the view switching mechanic.
- Parking lot room now has a new puzzle instead of a labyrinth.
Minimum Setup
- OS: 20
- Processor: Intel(R) Core(TM) i7-4790 CPU @ 3.60GHz 3.60 GHzMemory: 64 MB RAM
- Memory: 64 MB RAM
- Graphics: AMD Radeon R7 200 series
- Storage: 1 GB available space
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