Phasmophobia, the beloved multiplayer ghost-hunting game by Kinetic Games, began as a passion project from a single developer, Daniel Knight. Its rapid and impressive success not only captivated players but also paved the way for other social-multiplayer experiences. Now, with a big-screen adaptation in the works with Blumhouse Productions, Kinetic Games is poised for a new chapter, staying committed to delivering fresh experiences for its dedicated player base. We recently sat down with Daniel Knight and Asim Tanvir from Kinetic Games to discuss the game’s evolution and future.
Designing New Haunts: The Diner Map
GameSpot: How did you approach researching the upcoming diner map?
Daniel Knight: We realized there are already plenty of house maps, and we’re moving away from larger environments. So, the focus shifted to unique small maps. The diner emerged as a compelling idea. Data from our community clearly shows a preference for smaller maps, with about 70% of players gravitating towards places like Tanglewood Drive. The diner is designed to align with that preference in terms of size.
Lessons from Larger Locations and Map Reworks
GameSpot: What insights did you gain from developing larger maps like Brownstone High School and the prison? How does it feel to see less engagement with them?
Knight: Creating those larger maps was very time-consuming. However, we’re currently reworking all existing maps, including the prison and high school, similar to the improvements we made to Sunny Meadows. We might even make the prison and school smaller as part of this process, ensuring they offer a much higher quality experience. The goal is for every room to feel unique; for instance, the school currently has many repetitive rooms. Our approach, like with the Grafton Farmhouse rework, involves cutting down on identical spaces and adding distinctive elements like mannequins and dolls.
Asim Tanvir: With our expanded team, which now includes a dedicated art team and an art director, a major focus is on re-imagining locations like Grafton and Bleasdale farmhouses. Bleasdale, for example, is being crafted to be ornate, while Grafton will lean into a darker, more dilapidated aesthetic.
Knight: This map rework is crucial for giving the game its own distinct identity beyond just its mechanics. Initially, I used stock Unity assets, which meant players might see similar assets in other games. We want Phasmophobia to stand out visually.
Graphical Fidelity and Character Quirks
The push for graphical fidelity is clearly central to the game’s new identity, aiming to refine what’s already there. Many players, myself included, have a fond, humorous relationship with the game’s visual quirks, like the infamous ‘bendy backs’ of the character models. While the game remains terrifying, these visual eccentricities have become part of its charm. We know character model replacement is on the roadmap, which aligns with setting a higher visual benchmark. Hopefully, there will be an option to toggle back to the original character models and their bendy backs for those who love the classic look.
Kinetic Games: Beyond a One-Man Studio
GameSpot: With the team’s growth and Phasmophobia becoming its primary focus, how do you see Kinetic Games evolving beyond its initial one-man studio identity?
Knight: It was incredibly challenging to adjust to the idea of hiring people. Even when we decided to bring the game to consoles, there were only five of us. That’s when we committed to hiring more designers and artists. Now, we’re a team of 32.
GameSpot: Are there ideas for other games brewing?
Knight: Absolutely. Ideas are constantly in the back of my mind.
Tanvir: We’ll start actively exploring new projects once Phasmophobia’s Horror 2.0 update is released. For now, there’s nothing concrete in development outside of Phasmophobia.
A Developer’s Evolving Perspective on Horror
GameSpot: In a previous interview, you mentioned you don’t typically play horror games. Has developing Phasmophobia shifted your view or willingness to play them?
Knight: For me, the most interesting aspect is observing how people react and still get genuinely scared, even when playing with friends. Many multiplayer horror games often see players scattering. My goal was to create an experience where players confront horror together, and it was fascinating to see that unfold right after Phasmophobia launched. I didn’t do much pre-release playtesting; I just wanted to get it out there and see what the community would do.
GameSpot: Have you ever been genuinely scared by your own game?
Knight: Oh, definitely. We’re always adding new elements, and it’s common to hear screams from the QA, art, and programming teams across the office during testing sessions.
Tanvir: It means we’re doing something right!
Hollywood Calling: Working with Blumhouse
GameSpot: As a fan of horror films, what’s it like collaborating with Blumhouse Productions on the movie adaptation?
Knight: I already enjoy most of their work. I’d say The Conjuring Series is my favorite.
GameSpot: Which ‘Conjuring’ film is your favorite?
Knight: The second one.
GameSpot: That’s a solid choice! Considering your enjoyment of shows like ‘Ghost Adventures,’ were there any specific horror movies or TV series that were direct inspirations for Phasmophobia?
Knight: ‘The Haunting of Hill House’ was a huge influence due to its tension-based horror. And the TV series ‘The Terror’ also played a significant role. Those two were the primary inspirations.
GameSpot: If movies and TV were your main inspirations for Phasmophobia, and you don’t typically play horror games, what kind of games do you enjoy, and did any inspire Phasmophobia?
Knight: I don’t have much time for gaming these days, but I’ve been playing a lot of Remnant. I prefer games I can jump into for about 30 minutes and then stop. That preference actually influenced Phasmophobia’s design, allowing for shorter, impactful sessions.
Behind the Scenes: Growth and Challenges
GameSpot: Kinetic Games has been in the spotlight recently due to the movie deal, team expansion, and new content. What are some aspects you don’t often get to talk about?
Knight: When the game first took off, many assumed we were a massive 200-person team. I always had to clarify that it was just me. Even now, with 32 people, that perception of a huge studio persists, which is still a little confusing to people.
GameSpot: When did you realize you needed to bring on more people?
Knight: It was about seven or eight months after release. I was consistently working over 60 hours a week, every day, including weekends. It reached a point where I knew I couldn’t sustain that for years, so I had to hire help to reclaim some semblance of a personal life.
GameSpot: What were you doing before you started developing Phasmophobia?
Knight: I had been out of work for a while and didn’t have much experience making games. I simply wanted to try it, and I stuck with it. My main desire was to work for myself. Living with my parents at the time made things significantly easier. They eventually told me it was time to ‘get a real job.’ Honestly, I didn’t have high expectations for the game back then. My initial goal was to sell a thousand copies, a number that was surpassed within just a few hours of its release.
Balancing Vision, Community, and Team Contributions
GameSpot: You began the game solo, using existing assets, making its identity rooted in its mechanics. Then the community helped shape its cultural identity. Now, with a team focused on visual changes and polish, how do you balance your original vision, community expectations, and the team’s creative input?
Knight: About 90% of it is the team’s vision, with a lot of that still stemming from my initial ideas. Many features I wanted at release couldn’t be included, so a significant part of our current work is realizing those. Now, we also benefit greatly from the art team’s input. We definitely listen to community feedback; we conduct monthly feedback forms on our Discord and review everything. While it doesn’t entirely dictate our overall direction, it absolutely informs minor changes we make.
GameSpot: What is one community request you absolutely will not implement?
Knight: One of the most frequent requests is to allow players to capture ghosts after identifying them. I experimented with that, but it fundamentally made the game less scary because players felt too powerful. So, I removed it. The other major request is to play as the ghosts. Phasmophobia is a social experience, and I don’t want to introduce a competitive element by allowing players to play as ghosts. That would change the dynamic of the player base.

The moment you give control, it becomes less predictable, and you start to think more logically, more competitively.
Knight: Precisely. I want to maintain a friendly, cooperative community.
GameSpot: Are there any particular levels or environments you haven’t been able to explore yet, but would like to?
Knight: Internally, the idea of a fun fair keeps coming up.
Tanvir: We also see many requests for collaborations. While we can’t confirm anything, if we were to do one, it would absolutely need to make sense within the Phasmophobia universe, unlike something you might see in Fortnite.
Additional in-game screenshots and concept art are available in the gallery.