$7.99Rehaunted Detect the truth with a UV light
Search a house where a young woman died, uncover clues the darkness hides, and follow a story the evidence keeps contradicting.
Is Rehaunted worth it?
Rehaunted is worth it if…
- you want a short horror game with actual detective work in it, not just dark hallways
- you like piecing a story together yourself from clues that contradict each other
- you enjoy atmospheric horror where sound design does half the scaring
- you don't mind a rough edge or two in exchange for an indie game with real ideas
Screenshots
Search the scene, trust nothing
Connor Raines gets what looks like a straightforward case: a young woman found dead in her home. Then the evidence starts disagreeing with itself. Blood traces, fingerprints, hidden recordings, personal belongings, every room holds another piece of a story that keeps turning darker the deeper you dig. You sweep rooms with a UV flashlight, photograph what should not be there, examine details through the magnifier, and pin what you find to an evidence board. The game never hands you the answer. You connect the clues yourself and build your own conclusion about what happened that night, and the truth underneath is one nobody wanted discovered.
A house that refuses to stay empty
The house is supposed to be abandoned. It never feels that way. This is first-person horror built on atmosphere: realistic environments, cinematic visuals, and oppressive sound design that presses in from all sides while supernatural moments build slowly across the investigation. The scares land hard. A woman haunts the place, and when she comes for you the only options are to run, hide, or get a photo of her before she reaches you. Lights cut out at random moments, hallucinations blur what is real, and a living room can turn into the worst place on earth in a second. The jump scares and sound work are what players single out most.
Detective work with someone on the radio
You are not alone on the case. A radio keeps you in contact with another detective, and the conversations matter: dialogue choices expand the investigation, challenge your assumptions, and pull the story in directions a simple clue hunt would not. That back-and-forth is where the detective fantasy lives. You report a discovery, argue over what it means, and reconsider what you thought you knew. The mystery is built to be pieced together rather than told, so the pleasure is in the deduction: weighing contradictory clues, reconstructing the night, and committing to a conclusion the game refuses to confirm for you.
Questions before you start the case?
How long does it take to finish?
Around two to three hours for one full investigation. That covers searching the house, the hauntings, and the story to its end. It is built as a compact case rather than a long one, so it fits an evening, and the pacing stays tight because of it.
Can you actually die in it?
Yes. The woman haunting the house can catch you, and some of the scares turn into chases where you have to escape or hide. Getting caught sends you back to just before the chase to try again, so a death costs you a little time, not your progress through the case.
Does the game tell you the solution, or do you work it out?
It never directly tells you the answers. You gather evidence, connect it on the board, and form your own conclusion about what happened in the house. The radio conversations can push back on your assumptions, but the final reading of the case is yours to construct from clues that do not always agree with each other.
Is it very scary, or more unsettling than frightening?
Both, in different measures. The dread builds slowly through atmosphere and sound, and on top of that sit direct scares: jump moments that even players who found parts of the game predictable admit got them good. Expect a handful of genuine frights across a couple of hours rather than constant terror.






















![[Redacted] The Safehouse](https://gamood.app/media/460x/games/f08b4f6e-8d64-4e07-b265-32d1045c3067/header-1785288465.jpg?s=ue40R3nXySDHJJgP&v=2)
