
Phasmophobia
Phasmophobia is a 4 player online co-op psychological horror.
Listed on September 18th, 2020
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Phasmophobia is a 4 player online co-op psychological horror.
94%Very Positive(839,361 reviews)94% of 839,361 Steam reviews are positive — Very Positive
Review score from Steam, counted at request time. slopranks has no ratings of its own.
Phasmophobia is a 4 player online co-op psychological horror. Paranormal activity is on the rise and it’s up to you and your team to use all the ghost-hunting equipment at your disposal in order to gather as much evidence as you can.
Listed on slopranks September 18th, 2020

Phasmophobia is a 4 player online co-op psychological horror.
94%Very Positive(839,361 reviews)94% of 839,361 Steam reviews are positive — Very Positive
Review score from Steam, counted at request time. slopranks has no ratings of its own.
Phasmophobia is a 4 player online co-op psychological horror. Paranormal activity is on the rise and it’s up to you and your team to use all the ghost-hunting equipment at your disposal in order to gather as much evidence as you can.
Listed on slopranks September 18th, 2020
The original listing. Nothing has been posted for this game since.

Phasmophobia is a 4 player online co-op psychological horror.
Listed on September 18th, 2020
The developer's own words about Phasmophobia — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Phasmophobia, this is where you get to say what it is in your own words.
Based on 19 reviews
Inert in this prototype — nothing you write would be stored.
Reviewers consistently rate the twenty minutes before anyone finds the ghost above everything that follows it, and the newer evidence rules get credit for turning a checklist into an actual investigation. The pacing is described as slower than its reputation suggests, in a good way. The common complaints are the price when a group has to buy four copies, and an equipment and difficulty system that is genuinely intimidating for a first-timer joining veterans.
Summarized for this prototype from the sample reviews below.
1 review
The evidence rework fixed the thing that made me quit years ago. There is now an actual case to build rather than a list to tick, and the arguments in the van about whether two pieces of evidence contradict each other are the best part of the night. Setting up a house properly and then hearing it go wrong on the radio is unbeatable.
Fourteen dollars each is the highest price anything in our rotation asks, and it is the reason two friends still have not bought it. The equipment progression also assumes you play regularly, so an occasional player is permanently working with worse tools than everyone else.
Lethal Company is faster and funnier; this is the only one that still makes a quiet room feel dangerous. If your group can sit with silence, it is worth the extra money.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.
The original listing. Nothing has been posted for this game since.

Phasmophobia is a 4 player online co-op psychological horror.
Listed on September 18th, 2020
The developer's own words about Phasmophobia — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Phasmophobia, this is where you get to say what it is in your own words.
Based on 19 reviews
Inert in this prototype — nothing you write would be stored.
Reviewers consistently rate the twenty minutes before anyone finds the ghost above everything that follows it, and the newer evidence rules get credit for turning a checklist into an actual investigation. The pacing is described as slower than its reputation suggests, in a good way. The common complaints are the price when a group has to buy four copies, and an equipment and difficulty system that is genuinely intimidating for a first-timer joining veterans.
Summarized for this prototype from the sample reviews below.
1 review
The evidence rework fixed the thing that made me quit years ago. There is now an actual case to build rather than a list to tick, and the arguments in the van about whether two pieces of evidence contradict each other are the best part of the night. Setting up a house properly and then hearing it go wrong on the radio is unbeatable.
Fourteen dollars each is the highest price anything in our rotation asks, and it is the reason two friends still have not bought it. The equipment progression also assumes you play regularly, so an occasional player is permanently working with worse tools than everyone else.
Lethal Company is faster and funnier; this is the only one that still makes a quiet room feel dangerous. If your group can sit with silence, it is worth the extra money.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.
1 review
It has aged better than almost everything that copied it, mainly because the pace is slower than people remember and the newer maps give you somewhere to actually get lost. Splitting up and losing radio contact still produces the best scares in the genre.
Onboarding a new player into an experienced lobby is rough — there are a dozen tools, three difficulty tiers and a whole evidence vocabulary, and the veterans end up explaining rather than playing. It badly needs a proper practice contract.
DEVOUR gets to a scare much faster and has nothing underneath it. This is the one you keep for years, provided you are willing to spend the first month being bad at it.
1 review
It has aged better than almost everything that copied it, mainly because the pace is slower than people remember and the newer maps give you somewhere to actually get lost. Splitting up and losing radio contact still produces the best scares in the genre.
Onboarding a new player into an experienced lobby is rough — there are a dozen tools, three difficulty tiers and a whole evidence vocabulary, and the veterans end up explaining rather than playing. It badly needs a proper practice contract.
DEVOUR gets to a scare much faster and has nothing underneath it. This is the one you keep for years, provided you are willing to spend the first month being bad at it.