
Team up with up to 8 friends online to explore the haunted, randomly generated depths of these dusty attics. Find and repair the objectives, flip the master switch and escape before the ghastly ghoul that lurks in the darkness catches up to you. Play through the career mode or explore free play!
Modeled estimate, not a reported figure. How we estimate →
About



Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
harry gives handy services at his haunted house 10/10
it ok, personally not a huge fan of the style but i know a lot of people will be
Handy Harry's Haunted House Services is a cooperative indie horror experience developed and published by Bismuth Studio that finds its identity in equal parts tension, teamwork, and chaotic unpredictability. Rather than placing players in the familiar role of helpless victims or armed ghost hunters, the game casts them as a crew of repair workers hired to fix decrepit, haunted buildings that clearly should have been condemned long ago. This tongue-in-cheek premise immediately sets the tone, blending humor and dread into an experience that thrives on shared panic, poor lighting, and the constant feeling that something unseen is watching from just beyond the edge of the flashlight beam. The gameplay loop revolves around cooperative exploration and task completion under relentless pressure. Players are dropped into procedurally generated haunted spaces and must locate and repair a variety of objectives scattered throughout the environment, such as electrical systems or damaged infrastructure. These tasks are simple on paper, but become increasingly stressful in practice as players navigate twisting corridors, limited visibility, and a hostile supernatural presence that actively hunts them. Communication becomes essential, as splitting up can speed up progress but dramatically increases the risk of getting caught alone in the dark. The balance between efficiency and safety is at the heart of every match, creating a steady rhythm of cautious planning punctuated by sudden bursts of panic. What gives the game its staying power is how effectively it uses unpredictability to generate tension. The procedurally generated layouts ensure that no two runs feel identical, forcing players to rely on instincts rather than memorized routes. The ghost itself behaves in ways that keep players on edge, punishing complacency and rewarding awareness. Limited resources, particularly flashlight batteries, add another layer of stress, turning even basic navigation into a risk-reward calculation. These systems work together to create emergent moments where plans unravel spectacularly, often leading to frantic retreats, shouted warnings, and narrow escapes that become the most memorable parts of each session. Beyond its core mode, the game offers a surprising amount of variety through multiple gameplay options and difficulty settings. A structured story mode provides a more guided experience with handcrafted levels and escalating challenges, while free-play and endless modes lean fully into procedural chaos for players who prefer unpredictability. Hardcore variants strip away safety nets, demanding near-perfect coordination, and competitive modes allow one player to assume the role of the ghost, transforming the experience into a playful but tense contest of wits. These modes give the game flexibility, accommodating both casual groups looking for spooky fun and dedicated teams seeking intense, punishing challenges. Visually, the game embraces a deliberately retro and minimalist aesthetic that prioritizes atmosphere over realism. Character models and environments are simple, but the stark lighting, heavy shadows, and oppressive darkness do much of the heavy lifting when it comes to immersion. The sound design complements this approach, using subtle audio cues, distant noises, and sudden stingers to keep players uneasy even during moments of relative calm. While the presentation may appear modest at first glance, it proves highly effective at reinforcing the game’s core tension and ensuring that fear comes from anticipation rather than spectacle. From a technical and social standpoint, the game shines brightest when played with friends. The cooperative design encourages constant interaction, whether through careful coordination or shared panic when things go wrong. Playing with a full group amplifies the experience, turning each session into a blend of horror and dark comedy as mistakes compound and plans collapse. Like many indie multiplayer titles, it is not entirely free of rough edges, and occasional technical hiccups or balance quirks can surface, but these issues rarely overshadow the fun generated by strong group dynamics and emergent gameplay moments. In the end, Handy Harry’s Haunted House Services succeeds by embracing its limitations and turning them into strengths. It does not rely on cutting-edge visuals or complex mechanics, instead focusing on atmosphere, cooperation, and unpredictability to create memorable horror experiences. Its greatest achievements come not from scripted scares, but from the stories players create together as they stumble through the dark, desperately trying to finish one last repair before the ghost finds them. For fans of cooperative horror who value shared tension, improvisation, and replayability, it stands as a charming and effective example of how indie design can deliver genuine thrills with a deceptively simple formula. Rating: 8/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
sigma
Not very fun
frikin funni
jogo chato repetitivo tedioso torturante chato preguiçoso mal feito feio abandonado datado sem graça genérico
abandoned
I took us 1 year of planning to beat the last level
yo yo yo RUNNNNN
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $182.8K | 560 | 87% | $14.99 | |
| $9K | 35 | 74% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $47.4K | 172 | 79% | $18.99 | |
| $47.4K | 113 | 49% | $19.99 | |
| $47.4K | 241 | 99% | $9.59 | |
| $47.4K | 233 | 97% | $9.99 | |
| $47.4K | 167 | 96% | $11.99 | |
| $47.5K | 176 | 95% | $6.99 |