🚨🚨🚨HAUNTER GATHERER DOES NOT SUPPORT WEB. PLEASE PLAY IT ON A MOBILE DEVICE🚨🚨🚨

Inspiration

Artistically, we are inspired by the works of Neil Gaiman and Tim Burton, among others. We are big fans of the Graveyard Book, and thought a world centered around raising the dead in a graveyard setting could make for interesting sim.

What it does

Haunter, Gatherer is a game where the player, represented by a skeleton known only as "The Caretaker", arrives at a cursed graveyard and is recruited by a friendly spirit to help restore it. The Caretaker gathers materials such as stone and wood from the premises which are used to craft graves that become the home to new Dead of various types, e.g. Zombies, Vampires, Mummies, and more.

Once new Dead arrive, they can be assigned to various "Haunts", which are asynchronous missions whereby villagers from the nearby town are tormented for two reasons: revenge and loot. Successful Haunts will yield all manner of goodies, such as materials packs, in-game currency, cosmetics for both the Caretaker and the Graveyard, and more. Meanwhile, the player will be free to resume gathering materials, shaping up the grounds, exploring a magical Crypt, and more.

As the player's resources increase, they're able to raise more powerful Dead , which require more Gifts but allow for the successful completion of more difficult Haunts. Also, special Haunts award Hats which help the player keep track of who's who.

How we built it

Through the power of friendship, mostly. Also, lots of Gen AI and advice from other creators.

Challenges we ran into

Initially, we had some issues understanding lighting as it pertains to animated entities.

In general, we planned a really ambitious project for the time allotted and have been working our tails off to pull it off.

Accomplishments that we're proud of

We've made a super solid mobile game that we feel players could fall in love with.

What we learned

This is our first project as a team of 3. We are learning on-the-fly how to plan out work so that everyone has enough runway, while avoiding making too many assumptions about the future.

What's next for Haunter, Gatherer

Our roadmap includes the following:

Within a couple days of submission, we'll be adding more polish, e.g. indicators for how much Spirit each flower is worth, timers on the Haunts, etc. We'll also be releasing the rest of the initial set of Dead, including the Ghoul, Ghost, and Mummy, which will allow for an exponential incremental experience.

The first major update post-competition will include a new in-world currency, Fear, which will be awarded from all Haunts as well as passively from each Grave the player owns. We will also introduce a new vendor who sells cosmetics and rare items in exchange for Fear. Fear will be purchasable with Meta credits.

We will also be adding a new mode for salvaging built graves, so that the player can re-structure their graveyard as they see fit.

Our timeout based feature, the Magic Crypt, is meant to entice players to play longer sessions and/or to return for future sessions. It's made from a modular dungeon asset, which allows us to expand the active portion of the game in any manner we can imagine. We are planning on adding keys as rewards for Haunts which unlock new wings of the crypt, including mini-challenges for treasure chest collecting, ghost growing, etc.

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Updates

posted an update

Haunter, Gatherer — Developer Update #2

Overview

Welcome back to our second developer update for Haunter, Gatherer!
This release focuses on introducing the game’s first true in-world currency, deepening progression systems through hat bonuses, and adding a touch of rare magic to the Graveyard with brand-new “Shiny” variants of the Dead.


Introducing Fear — The Main In-World Currency

We’ve added Fear, a new currency earned from every Haunt.
Even Haunts that once rewarded only collectible items like hats now always grant value — making every mission worthwhile to repeat.

Fear will become the core economy driver of Haunter, Gatherer.
Soon, players will meet a new named NPC, a Fear vendor, who will exchange rare and valuable items for this currency.

Fear displayed on main game screen Fear shown in Haunt UI


Hats Now Boost Haunt Success

Hats gifted to the Dead now have a direct effect on Haunt success rates.
Each hat provides a percentage boost to a spirit’s odds of completing a Haunt successfully.

For example:

  • The Wizard Hat offers a much larger bonus than the Traffic Cone Hat, reflecting its rarity and effort to obtain.

This system gives hats lasting value beyond cosmetics and allows weaker Dead to scale into later gameplay more effectively.


Shiny Dead Enter the Graveyard

We’re introducing Shiny versions of existing Dead — a rare and exciting new twist inspired by the concept of “Shinies” from Pokémon.

Currently, two Shiny Dead can appear:

The Red Zombie

Shiny Red Zombie

The Teal Vampire Bat

Shiny Teal Vampire Bat

Shiny Dead have a 1% chance of appearing when Mason builds their corresponding grave.
They offer major Haunt contribution bonuses, surpassing even the most powerful hat effects.

These special variants keep even early-tier Dead relevant and collectible for players who grow attached to their unique personalities and colors.


Summary

Category Change
Economy Introduced Fear as new in-world currency
Gameplay Hats now provide Haunt success bonuses
Collectibles Added Shiny Red Zombie and Teal Vampire Bat
Future Fear vendor NPC coming soon

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posted an update

Haunter, Gatherer — Developer Update #1

Overview

Welcome to our first developer update for Haunter, Gatherer!
This release focuses on improving player clarity, refining in-game feedback, and addressing long-term data stability.
It also resolves a long-standing issue in the Magic Crypt that affected gatherable item behavior.

NOTE: We have not published these updates. All updates will be published together as soon as the judging period for the competition has ended.


Mason’s Build Progress Bar

Mason, the graveyard’s master builder, now shows a progress bar while constructing graves and structures.
Players can see exactly when Mason is hard at work and how long a build will take to finish.

Mason build progress bar

This new visual feedback makes the building process feel more alive and interactive, helping players understand the timing behind each task.


Gift UI — Spirit Value Overlay

The Gift UI now includes an SP (Spirit Points) overlay on each giftable item.
This helps players compare the relative value of different flowers and gifts before choosing what to offer.

Spirit Points overlay in Gift UI

By showing Spirit Points directly within the interface, gifting now feels more strategic and transparent.


PPV Refactor — Graveyard Data Separation

We’ve restructured how the game saves player progress in the Graveyard to improve stability during long play sessions.
Previously, all Graveyard data—including graves, flowers, and other gatherables—were stored together, which could exceed system limits over time.

Now, each section of the Graveyard maintains its own save data, and gatherables are tracked separately.
This modular approach ensures better performance, smoother saves, and long-term reliability.


Magic Crypt — Gatherable Reload Fix

A long-standing bug in the Magic Crypt has been fixed.
Previously, stone gatherables only refreshed between sessions rather than during the same playthrough.
They now behave consistently, respawning and persisting as intended without requiring a full world reload.


Summary

Category Change
Gameplay Mason build progress bar added
UI/UX Spirit Points overlay in Gift UI
Backend Graveyard data restructured for stability
Bug Fix Magic Crypt gatherable reload fixed

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