Interaction first
The most interesting part of a multiplayer game is often the person on the other side of it.
Independent game studioCreator-led
Mons Games creates distinctive multiplayer experiences built around tension, interaction and unforgettable player moments.
What we care about
The most interesting part of a multiplayer game is often the person on the other side of it.
Mechanics, sound and visual identity should feel like parts of the same idea.
We build for the moments that become clips, jokes and stories after the match is over.
Games
One project in active development. More will be revealed when they are ready.
An asymmetric multiplayer horror-comedy where Humans investigate a location while player-controlled Haunts turn the investigation against them.
Cameras, mirrors and teamwork give Humans a way forward. The Haunts make sure that path never stays simple.
Steam page expected after September 12
Bad Haunts / The concept
Humans search for evidence and the anchors binding each Haunt to the world. The Haunts disrupt that investigation in real time—flickering lights, sabotaging mirrors, breaking up photography and creating uncertainty.
Mirrors can reveal Haunts and help expose the objects binding them to the world. What appears in the reflection matters.
Photography is an active tool. Images taken directly—or through mirrors—produce the evidence needed to seal anchors.
Humans investigate together while real players control the frightening side—sabotaging, misleading and choosing when to strike.
A match in motion
Choose the Human or Haunt side in the lobby.
Explore, interfere and turn every room into a risk.
Photograph Haunts and build enough evidence.
Seal every anchor before the investigation runs out of time.
The design is still being refined. Numbers, timing and supporting systems may change as playtesting continues.
The mirrors know.
Devlogs
Honest updates on what is playable, what is changing and what still needs work.
A playable blockout proved the core loop. It also made the next decision clear: leave the earlier ship concept behind and build a map with a tighter gameplay focus.
The temporary blockout level gave the core playable logic a place to be tested. With that foundation working, development moved away from an earlier ship-map concept that was too ambitious for the project’s current scope.
The new motel is designed around the actual match: a central courtyard, multiple rooms, two levels, balconies, stairs and a swimming pool. Construction and early polish are now underway.
Online work is moving alongside the map. Steam lobby systems have been tested across two physical Windows PCs with separate accounts. HUD and menu UI are being redesigned, and music has progressed significantly.
There is still substantial work ahead in sound design, onboarding, animation, match feedback, final level art and supporting systems. Bad Haunts is not production-ready, has no announced release date, and its Steam page is expected after September 12.
Instagram YouTubePublished when there is something useful to show.
About Mons Games
Mons Games is an independent game studio focused on systems that bring players together and give them room to create their own stories.
Its current project, Bad Haunts, combines asymmetric multiplayer design with horror, comedy and player-driven chaos. The studio is creator-led, works in the open when there is meaningful progress to share, and leaves room for future games to establish identities of their own.
Contact
General inquiries, support, press, creators and business communication all reach the same place.