Gabe's Ghost Hunt by Trash Master Thoth has you managing a team of ghost hunters performing preliminary investigations for Gabe's popular show "The Ghost Hunt." You play as Sev, a young man taking a summer break from being a responsible adult to instead hunt ghosts with two old friends.
Built in Ren'Py with management mechanics, the game has you herding your ghost hunters across turn-based investigations - assign equipment, room coverage, observe and provoke ghosts to learn their thirteen traits. Just don't expect them to follow your plans.
Expect 2dcg, ai cg, big ass, big tits, dating sim beats, exhibitionism, NTR, oral sex, paranormal worldbuilding, romance, stripping, teasing and voyeurism content threaded into a ghost-hunting summer where the haunting and the friendships compound on each other.
Changelog
v0.2.3
Added a gallery to the phone which allows for the replaying of scenes plus what can be found on cameras during an investigation.
Found a bug which was preventing relationships between the guys and the girls from progressing under certain circumstances.
Fixed a bug which precluded one of Queeny's scenes from being selected and shown on the cameras.
Fixed a bug which didn't properly display one of the camera scenes between Queeny and Hanz.
A short scene between Queeny, Hanz, and Chad will now properly be selected when investigating the kitchens of the third and fourth investigations. It had been working properly for the first two investigations.
Fixed a bug which threw an error during some ghost attack scenes .
Fixed a bug which occurred when when some of Noms' photos were added to Chad's post list as their relationship progressed.
Fixed a bug where a ghost attack flag would cause the same investigation ending to be replayed during subsequent investigations.
Fixed a bug during the first investigation where the options available list when choosing a room to have a girl bring a guy to also included rooms from later investigations.
Fixed another bug which sometimes prevented ghost images from being displayed properly on the camera system.
Fixed the map not properly showing adjacent room highlights when used during the camera phase while in the van OR would show a frozen selection of adjacent rooms from the last room hovered over.
Fixed a bug during camera detection where the ghost's image would not be properly displayed
Fixed a bug where the ghost's last ability used during the prior investigation could be repeated during the first turn of a new investigation.
Plus some minor fixes which I've forgotten about by the time I'm writing this
v0.2.2
-Fixed a bug where the differential list of ghosts shown during the intro was not being hidden.
-Added a backup pathway into the endless mode which can be accessed via the mission board if the player isn't automatically entered into that mode at the end of the demo.
v0.2.1
Addition List:
-Acting on player feedback from this and prior releases, added an 'endless mode' which begins at the end of the current content. Players will be able to replay the four investigations, plus have an inventory refill box in the van like with the first investigation.
Bug Fix List:
-Fixed a bug which had both Noms and a guy returning to the van or moving to Sev's location instead of starting a scene if her relationship with Sev had progressed past a certain point.
-Re-wrote scenes to make it more clear that Noms and Queeny aren't actually remaining in place because they're afraid, but that Sev is naive and they're in that room with a guy.
-Fixed an issue where checking a crossed salt barrier during the third or fourth investigation would result in an error screen.
-Men will now change rooms if their current room has been selected for a scene between the other guy and a girl.
-Per player feedback regarding camera system brightness, the moving static's alpha has been reduced from 0.5 to 0.35 the darkness from 1.0 to 0.8.
-Fixed a bug where the girls' images would appear behind the men when their fear scene was triggered. Now displays their correct fearful imagebutton in front of the guy.
-Fixed issues regarding the turn-end map during the third and fourth investigation where character portraits and room highlights would not display.
-Corrected a spelling mistake during Queeny's flashing scene during the player's first time in the ghost hunting base.
-Altered the code so that guy/girl pairs will no longer choose the ghost's location as an h destination.
-Fixed an issue where a scene between Queeny and Chad would not properly trigger in the ghost hunting base.
-Fixed an issue where the camera system was unable to find the lighting status of some rooms.
-Corrected the location of the possible-ghost-list during Nom's explanation during the intro.
-Fixed a bug where residual ghosts would be unable to move if they had certain favorite rooms in the 2nd, 3rd, and 4th investigations.
-Fixed a bug which allowed for certain rooms' locks to be bypassed via the map.
-Fixed a bug which would carry the door/wall adjacent highlight into different instances of the phone map or end-of-turn map.
-Fixed a bug which made some investigation locations' ghosts not appear on cameras.
Known Remaining Issues:
-I've seen some moments where the highlight system will randomly throw out a missing image error onto the screen. I've only seen it occur during the moments at the end of a turn when there shouldn't even be a highlight shown, which is weird. I'll continue looking into that one.
v0.2
Two new investigation locations.
More scenes with the girls between missions.
More content to be found within the camera system between your team members.
Addition of an intermission area in the form of your team's ghost hunting base.
Evidence Page Overhaul.
Scene rearrangements.
Difficulty Adjustments:
The turn limit has been increased to 15.
At the beginning of each investigation, Noms will tell the player which room the ghost is known to favor. Her advise will be recorded in the event log in case the player misses it.
The first mission will now have an imagebutton in the van which will refill the player's expendable equipment.
Reduced route progression requirements. While it made sense when there were only one or two investigations to tie route progression with the amount of time spent with the girls, I felt like it became a hassle once it had to be repeated three or four times. Plus, it seemed like a point of friction with players. So, I've decided to only tie route progression to completing investigations for this update. I'll revisit this in the future.
Quality of Life:
The map has been improved to show colored highlights for physically adjacent and noncorporeal/phasmal adjacent rooms.
Not Included in the Update:
Scene gallery - I completed the necessary code for the unlocking system, but then realized what I had only really covered scenes found in labels.
Animations - I still want to have animated scenes to be found on the cameras, but do to the amount of work getting the AI animation models working and fixing up the results, this is something I'll have to revisit in the future.
Known Issues:
The end-of-turn map is currently not functioning properly for the 3rd and 4th investigation locations. It isn't quite necessary, though, so I didn't want to rug everyone with another delay. I anticipate I'll have fixed this issue by next weekend's gallery update, which I'll cover next.
Next Steps:
Since I had promised a scene gallery to everybody generally and at least one or two patrons specifically, completing that promise will be my next goal. My plan is to work on that scene gallery over the next week and release a quick update on the 27th or 28th. I'm also anticipating for bugs to be found, so I'll fix those at that time.
v0.15
A completely remade tutorial, featuring a three room location and an on-rails investigation. On-screen text hints plus flashing UI elements have been added to provide additional explanation / help guide new players.
A second house to investigate. This will be a two story home with 15 rooms, so quite a bit more complex than v0.1's first location. Noncorporeal and phasmal condensate ghosts can ascend / descend between floors, further differentiating them from physical ghosts.
Chapter two of the story
Separate endings to the second chapter for Noms and Queeny, if you've chosen the correct ghost and progressed their relationship routes
Another separate ending if you chose the incorrect ghost
Three additional scenes with Noms while investigating, if you've seen her scene in Sev's room
Three additional scenes with Queeny while investigating, if you've seen her scene in Sev's room
Two additional scenes with both Noms and Queeny. The second addition will result in one of two photo's being added to Hanz' social, depending on if the correct ghost had been selected during the first hunt. (More thoughts on this below)
Tweaks to older scenes to add a bit more showmanship to them (ex. adding static to Queeny's first scene to go alongside it stating static was coming from the recording device).
Redone UI buttons. Many of the UI buttons in v0.1 had been created in the early months of my gamedev journey, and it showed. I gave them another try. These probably won't be final, but I'm not distracted by how bad they look now, so
Redone equipment board. Like the UI buttons, having the circular buttons in a work-in-progress space wasn't great. I landed on trying skeuomorphism screen with the different selectable equipment on the board. Probably not final, but a step in the right direction.
Redone camera feed selection. Same explanation as above.
Implemented quality of life improvements suggested by players - the map, evidence, and event log can now be accessed via buttons outside the phone.
The map can now be used to jump to a selected room, as well as change character equipment by clicking on their portrait at the bottom of the map.
Tweaked the function of dowsing rods. The second chapter's house is a bit more complicated than the environment I had balanced the game around, resulting in frustration while searching for the ghost during my playtesting. Therefore, I buffed the dowsing rod to point towards an adjacent room if the ghost is present in it. This smooths out the early game in a way I liked, plus made the dowsing rod an actually helpful piece of equipment beyond finding the fetter.
A lot of changes under the game's hood to generalize all of the code to be compatible with additions beyond the first investigation's house. Y'all won't be able to see them, but future additional locations should be much easier to implement after this update.
Bugfixes
v0.1
Initial release
Installation
1. Extract and run.
Developer Notes
Hey! I’m Trash Master Thoth and I’m a solo developer creating my first game.