
A spookhouse VR project
How did it start?
My first self-made game was Die Flucht, a small point-and-click adventure where I did everything myself, even the backgrounds in Paint. Using photos from my camera, linked through Adventure Maker, I learned the basics of programming logic. I tested the game on family members and observed their reactions. This first step laid the foundation for Demonhour in 2013.
Demonhour was initially called Horror Night and took place in my room on Grandma's attic, as well as in the hallway and the adjoining bathroom. Using simple if-then-else functions, I made a small spooky fun house out of photos that I had taken at night around Halloween. By clicking on the edges you could pan back and forth between the slides and when you clicked on special areas or doors a random sound played and let the player navigate freely. A bit like Myst ordered on Wish. Poorly cut out PNG ghost faces from Google search provided the horror and I showed the finished project to a dozen friends.
My audience was particularly pleased with my detailed comments. I plastered all the screens with finely detailed hitboxes, which, when clicked, gave anecdotes, allusions and explanations about my life. A mixture of witty entertainment and voyeuristic curiosity was what drove people. The horror was simple and unintentionally funny, but people liked it as a fun project. Inspired by the James Wan blockbuster Insidious, I renamed the project to Demonhour and took photos of Grandma's entire house.
Upstairs, downstairs, garden, including Grandma herself, I expanded the three initial levels to eighteen with several bonus contents. The mini-game was particularly popular, where I imitated Granny's voice and she called out for symbols that you had to find on flying balloons faster and faster.
Sequels
Six months after the first one, I started working on Demonhour II and immediately got to know the designer's disease. First of all, everything was twice or three times as big. Instead of one house, why not build seven houses like that and a lot of things around it, and in the end, you can't fill any of it. I built a lot of stage and in the end I didn't know what to perform and how to connect them. I spent a year building in vain and then abandoned the whole project. For another good year, nothing happened about Demonhour.
In 2016, I streamed Demonhour with a friend and also showed excerpts from my abandoned second part. All of this motivated me again and I got sick, had weeks at home to create something. This became the real second part: A Demonhour Story. As originally planned, the part began in my current apartment, mainly because I was still working with photos and clicking together a 2D adventure. It was much shorter, but there was more to do and more to discover.
I pushed the software, which hadn't been updated for over ten years and was actually designed for 1024x768 to its limits. Around Halloween 2017 I even worked on a patch! 3D rendered maps and more content were added. Bugs were fixed and I started to spin the story a little further. The technical framework was still catastrophic and during the Corona period I took the page with the download link offline and only talked about these projects from then on.
Digging into 3D and VR
By 2022, I wanted to reimagine Demonhour and began working on Demonhour 3(D). Using new tools like Unity and Blender, I brought my grandmother’s house into the third dimension for the first time. I learned how to bake lightmaps, create textures, and build 3D assets efficiently. Slowly but steadily, the project grew with new rooms, sound effects, and even a small soundtrack.
I drew funny caricatures of family members, had textures created for me and did a bit of planning. I've always been good at that. I was mostly designing, not implementing. I've been designing since I was a child, ever since I walked around with a Chinese notebook.
Whenever I had time, I added a few rooms, objects or sounds to Grandma's villa. I commissioned an artist to design artwork for Demonhour and grabbed musicians and actors for voice lines and a small soundtrack. It took me two weeks to learn how textures work and how to set the mood for a scene with light. How to bake lightmaps and build simple furniture yourself.
Hiatus and publishing a test
I wanted to continue working on Demonhour alone. It was my baby. In 2024, the company I had worked for with great joy over the past few years was ripped apart and that gave me completely different life topics than continuing my hobbies. My work for this company was also the fuel that allowed me to delve deeper into the gaming subject matter and made Demonhour 3 possible!
By the end of 2024, I was trained in Unreal Engine and Blender and was slowly getting interested again. I had uploaded Demonhour 3 to VRChat during the development period so that it could be tested and played continuously. Sometimes I enter that building ground with friends and take notes! Around 20.000 visits that map tathered over the years.
The first thing I did was to optimize it. Building everything without interruption so that every object in the CPU was working at all times was simply not a good idea. So I divided the villa and of course added new areas. My own apartment was implemented again, this time in 3D! It was to be an homage to Demonhour 2 and A Demonhour Story. Grandma's house was to be the only real horror house and I expanded it. The popular mini-game from part one naturally had to be brought back. Those were my plans.
First steps in Blender
Using new tools like Unity and Blender, I brought my grandmother’s house into the third dimension for the first time. It took a good six months before I got to know Unity. Actually, I only learned it so that I could do changes on my avatar for VR myself. Friends and artists in the bubbles I digged into had become too slow and unreliable for me. But that opened up the opportunity to work on worlds for VR as well. A friend taught me the basics of Blender and in the spooky season of 2022 I started working on Demonhour 3(D)!
Setting up a spooky stage
For a long time spooky effects were limited to sounds and flying cardboard figures. So I worked out more and more content until the beginning of 2024 and learned that 3D is a lot more work than 2D. I suddenly understood why games take so much time.
Movies like Insidious and games like Layers of Fear inspired me to set up a spooky mansion! But even funny titles like Luigi's Mansion inspired be. It tought me that even in the most grim places a spark of light can be the salt your spooky soup needs for the player to take a breath!
After Piranha Bytes shut down, I initially got absorbed in Palworld and focused on creating small maps for VRChat within my communities. It took a year and a half before I felt the itch to work on Demonhour again. I had gained new skills and wanted to start a prequel.
Impressions of Demonhour as 2D versions 2013-2017
Game Design Document
So I sat down and planned what kind of story I wanted to create from start to finish in late 2024. I took my time because my Blender course would continue for months and in the meantime I was able to leisurely model objects every now and then.
Up until I finished my certifications, working on Demonhour had been more like randomly adding nice features that popped into my head at any given time. But I planned the story fully through. I followed the advice of my bosses at the company where I worked on three different games.
"Create a start and and end and you have a game."
How Demonhour drained into reality
The fact that I picked up Demonhour again was a whim. Even as a child, I liked to draw the ghosts of Luigi's Mansion and pin them to my bedroom wall with thumbtacks. Apparently I never really grew up, because I turned my family into scary paintings and hung them on my wall in 2022.
A friend created classic textures for a spooky mansion and an advertising company printed them on flag fabric as a background. That was the starting point for Demonhour 3 just brought into real life! I started to cobble together rooms in Blender, added these textures and hung the pictures on the wall. I bought a few assets, commissioned more, and later I just crafted more and more myself. That was the beginning and now Demonhour 3 is no longer meeting my own standards.
Tribute to childhood
I spent large parts of my childhood sitting in one of granny's armchairs, playing on my laptop and being creative and also escaped into my role-playing games. Grandma got herself an internet connection so that I had a sanctuary there.
She sat on the left with her yellow press newspapers and watched talk shows on TV and I sat on the right with my laptop and had my headphones on to not disturb her. I recreated this scene in the map and it is all a tribute to my childhood. Artists always create a part of themselves with what they show.
Ascend Games to Experiences
The more I learned to realistically create virtual worlds in a game engine, the more immersive the image becomes of what it was like back then. Now and then I have been able to take friends from all over the world with me to this memory, because today the house looks completely different. There is no way to go back there in the real world, but in the Demonhour project this snapshot will always remain.
A breath captured forever. A very unperformant breath. By now I learned how to optimize, but not back then. But instead of work weeks on just fixing my old stuff, I wanted to get back with something fresh first!
Demonhour - Chapter 1
For Halloween 2025, I announced a sequel to Demonhour, calling it Chapter 1, as I fully intend to release a new playable section every Halloween. Unfortunately, I missed the submission deadline for Spookality Jam 2025, but I was still listed as an honorable late selection.
I continued developing this map and recreated my own apartment as the starting hub, just as I used pictures of my apartment 10 years ago for A Demonhour Story. In October, before Halloween, I added an office that felt like something out of Phasmophobia.
Until January of 2026 I continued working on that map and continued to patch a few of my other projects first. But in April VRChat changed their moderation guidelines and I lost my drive for a few months.
Top Trending Horror Map
In December, I released an update in which I further detailed my kitchen, fixed many bugs, and added a stairwell and basement to my environment. For the first time, I allowed an NPC to move freely in the basement and chase the player, and user numbers skyrocketed, reaching double what my main project has achieved since 2022.
It even made it into the top trending maps on release weekend with 40,000 visitors and 4,000 favorites up to 2026!
I've spent a lot of time fine-tuning the networking and all the little details of my level, adding convenience features and more details. The entire Demonhour story is already written, and I'm very excited for the coming years!

Demonhour will continue...
The year 2026 got off to a personally difficult start. My old creative hub fell apart, my VR platform’s policies kept wreaking havoc on my virtual hubs, and after my courses ended, the job application phase dragged on fruitlessly. All while I was drowning in red tape with government agencies on the side.
Much like after the collapse of Piranha Bytes, I retreated into Palworld for a time, and my doctor diagnosed me with ADHD. With the help of new medication, I got my life in order and managed to clear through endless mountains of procrastinated, major and minor to do lists within just a few months.
Just as things were slowly stabilizing and no new crises were hitting, a producer from the Venice International Film Festival who was scouring countless VR projects for the festival’s Venice Immersive section reached out to me after coming across Demonhour.
Venice Immersive 2026
People appreciated my sense of humor and felt the map was a great fit for the festival, given that Demonhour focused more on narrative than on gameplay. As a result, I was included in the Best of Worlds selection outside the main competition and exhibited both virtually and on-site in Venice.
It was an incredible feeling; it took a while for it to really sink in. So, I tidied up my project folder, learned how to use DaVinci Resolve to create a trailer, and attended the virtual version of the film festival. After such positive feedback and seeing the visitor count for Demonhour – Chapter 1 double, it’s time to build something spooky once more for the Spookality World Jam 2026.

















