Phasmophobia devs say all that live service malarkey can do one: they focus on making ‘a fun game that people want to play because it’s fun’

Phasmophobia has emerged as a remarkable success story in the gaming industry, captivating players since its early access launch. The game, developed by Kinetic Games, has evolved into the definitive ghost-hunting experience on PC, garnering a dedicated following and inspiring a wave of similar titles. Its core gameplay was so well-crafted that it earned the title of “the best ghost game ever made,” a sentiment echoed by many in the gaming community.

One of the most significant accolades for Phasmophobia is its enduring presence on players’ hard drives. While it may not be played daily, it serves as a go-to option for gamers seeking a refreshing change after intense competitive matches. The game’s frequent updates and tweaks ensure that returning players often find something new to explore, enhancing the overall experience. This is reflected in the impressive Steam reviews, with approximately 340,000 users rating it as “overwhelmingly positive.”

Staying True to Core Values

In a recent interview with PCGN, CEO Daniel Knight and art director Corey Dixon discussed the studio’s approach to game development. They emphasized their decision to avoid the common pitfalls of live service games, which often come with high player expectations and relentless content demands. Knight noted, “We’ve never called Phasmophobia a live service… we do have some seasonal content, but that’s basically as far as we go.” The seasonal events are designed to enhance the game without overwhelming players with fear of missing out, focusing instead on minor aesthetic changes and light-hearted additions.

Both Knight and Dixon expressed their commitment to maintaining a healthy work environment, free from the pressures that often accompany live service models. “We don’t want to go down that route… we don’t have microtransactions or DLCs,” Knight stated, reinforcing their philosophy of offering a complete experience with the initial purchase. Dixon added that this approach alleviates the stress of constant updates, allowing the team to release content when it is genuinely ready.

Without the constraints of a publisher, Kinetic Games enjoys the freedom to set its own milestones and timelines. Knight explained, “We’re happy to push things back… we don’t want to put ourselves under that kind of pressure.” This autonomy enables the team to focus on creating a game that prioritizes enjoyment over grind, ensuring that players engage with Phasmophobia for the sheer fun of it, rather than feeling trapped in a cycle of progression.

Ultimately, Kinetic Games aims to evoke the nostalgia of childhood gaming experiences, where the joy of play reigns supreme. Dixon encapsulated this sentiment perfectly: “You want to play the game because it’s fun, not because you’re on a treadmill… We’re not trying to just suck you in and keep the player’s attention.” This philosophy has allowed Phasmophobia to thrive, fostering a community of players who genuinely appreciate the game for what it is—a thrilling and enjoyable adventure into the world of the supernatural.

AppWizard
Phasmophobia devs say all that live service malarkey can do one: they focus on making 'a fun game that people want to play because it's fun'