$4.99Ghost Master® Haunt the Town Your Way
Command a crew of ghosts, place them where they cause the most panic, and run the scariest house on the street from the other side.
Is Ghost Master® worth it?
Ghost Master® is worth it if…
- you enjoy strategy where picking the right team matters more than fast reflexes
- you like puzzles that ask you to nudge other characters into doing what you need
- you have a soft spot for old horror films and the jokes made at their expense
- you would rather play the villain, as long as nobody actually gets hurt
- you don't mind 2003 visuals when the ideas behind them still hold up
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Haunting as a team sport
Every mission starts with a choice: which ghosts come along. Each spirit has its own powers and its own fetter, the place or thing it must be bound to before it can spook anyone. One haunts only electrical devices, another only the outdoors, another a particular person. So you read the house, match your roster to the mortals living in it, and set your haunters loose.
Then you decide which powers each ghost may use, and when. Scared mortals generate plasm, the resource that fuels your spooks' best tricks, so a good haunting feeds itself. The goal is rarely just panic: some scenarios ask you to scare no one at all while you work at something stranger. It is strategy with a wicked grin.
A town full of stories to uncover
Gravenville is one coherent world, and its eleven locations each have a tale behind them: an asylum, a military base, a police station, sorority and frat houses. Many scenarios nod to classic horror films without copying them outright, and the mortals have their own small stories wrapped in situational comedy.
Plenty of missions go beyond scaring. Every level hides at least one restless ghost to recruit, and the trickiest rescues are puzzles that take real planning to crack.

















