Horror games have spent decades putting us in the shoes of the unfortunate soul trapped in a haunted house. We have crept through dark corridors, listened nervously for footsteps, checked behind doors we desperately hoped would remain closed, and wondered whether the next shadow would kill us. Deck of Haunts takes that familiar formula and cheerfully turns it upside down. This time, you are the thing lurking in the darkness.
Developed by Mantis Games, Deck of Haunts casts you as a malevolent haunted house with a taste for human fear. Your mansion is not merely the setting for the horror; it is the protagonist, weapon and fortress, all rolled into one. By day, you construct its layout and prepare your defences, while at night, foolish visitors arrive, giving you the chance to fill their minds with terror.
It is a wonderfully mischievous premise, but beneath the dark humour lies a surprisingly thoughtful strategy game. You are not simply throwing every scary card you have at anyone who walks through the front door. You need to understand how people move through your mansion, build tension carefully, protect the mysterious Heart room, and decide when fear should become something far more devastating.
Building The Perfect Nightmare
The mansion is the foundation of everything you do. During the planning phase, you can arrange rooms and corridors to create a labyrinth designed to confuse, frighten and ultimately overwhelm your unfortunate guests.
This is where Deck of Haunts begins to show its strategic teeth. A room is not simply a place to put a scare. Its position can influence how visitors move through the building, where they spend their time and how vulnerable they become to your supernatural tricks. The layout therefore becomes another weapon in your arsenal.
Your most important consideration is the Heart room. This is the core of your supernatural power, and allowing intruders to reach it can be disastrous. Protecting it means thinking carefully about where you place rooms, how you create routes through the mansion and which areas should become dead ends or particularly unpleasant destinations for your guests.
There is a satisfying sense of ownership in this. You are not just controlling a character in someone else’s world. This is your domain, and every corridor feels like part of your plan. When an investigator takes the exact route you hoped they would take, there is a small but genuine feeling of triumph.
The Deck Is Your Arsenal
Once the mansion is built, the cards become the real stars of the show. Your deck contains an assortment of supernatural horrors to unleash on visitors, from unsettling noises and creaking floors to ghosts, screams and shifting sections of the mansion.
The clever part is that individual cards rarely tell the whole story. The fun comes from considering how they interact with the layout and the psychological state of the people wandering inside. A scare at the wrong moment might accomplish very little, whereas the same effect after several smaller scares could push an already nervous visitor towards complete panic.
That creates a lovely rhythm to each encounter. You watch your victims move through the mansion, monitor their fear and decide when to spend your resources. Sometimes patience is more frightening than immediate violence. Letting someone wander deeper into the building while their anxiety steadily increases can be considerably more rewarding than simply throwing the loudest supernatural effect at them.
There is also a pleasing sense of progression as your deck grows. New cards introduce additional possibilities, allowing you to develop strategies that suit your preferred style of haunting. Over time, your mansion begins to feel less like a collection of rooms and more like a carefully constructed machine for manufacturing terror.
Fear Is The Real Currency
One of the smartest ideas in Deck of Haunts is its approach to fear. The objective is not necessarily to kill every visitor as quickly as possible. In many situations, driving someone to madness can be far more valuable.
Once a person’s sanity has been sufficiently eroded, you can harvest their essence to strengthen your mansion. That essence becomes a resource for unlocking new rooms, improving your supernatural capabilities, and attracting increasingly challenging targets.
This creates an interesting risk-and-reward system. Killing someone might remove an immediate threat, but you could have gained more by keeping them alive and pushing their fear further. The temptation to squeeze every last drop of terror from an intruder leads to decisions that feel meaningful.
This also prevents the game from becoming a simple exercise in placing the most powerful scares available. You need to think about timing and escalation. The best haunt is not necessarily the most powerful one. It is the one that pushes the right person over the edge at exactly the right moment.
Your Victims Fight Back
Of course, the people entering your mansion are not entirely helpless. As your reputation grows, the opposition becomes more capable and considerably more dangerous.
Early visitors may be relatively easy to frighten, but eventually you will encounter police officers, priests, paranormal investigators and specialist occult forces. These intruders bring different abilities and levels of resistance, forcing you to rethink strategies that might have worked perfectly against less experienced victims.
This escalation is important because it prevents the game from becoming predictable. A strategy that worked brilliantly in the early stages may begin to unravel when better-equipped investigators enter your mansion. Suddenly you are not simply designing a haunted house. You are designing a defensive system capable of surviving increasingly organised attacks.
The Stone Masons present another particularly interesting threat, adding another layer to the growing conflict. The more notorious your mansion becomes, the more attention it attracts, which makes your success something of a double-edged sword. Becoming more powerful also means painting a larger target on your front door.
Making A Haunted House Feel Alive
There is a real sense of atmosphere running through Deck of Haunts, even though it is fundamentally a strategy game. The presentation captures the fun of classic haunted-house horror without becoming so relentlessly grim that the experience loses its sense of playfulness.
The mansion itself gradually reflects your progress. New rooms, supernatural effects and increasingly elaborate layouts give the impression that you are growing something genuinely monstrous. There is satisfaction in looking back at an early mansion and comparing it with the elaborate nightmare you eventually construct.
The visual style supports that feeling. It adopts a deliberately stylised presentation rather than chasing photorealistic horror, allowing the game to lean into creepy imagery while retaining a slightly playful personality. That balance is important because Deck of Haunts is at its best when it feels like you are the mischievous mastermind behind a particularly elaborate horror attraction.
The sound design and atmosphere also play their part. Creaking floors, unsettling supernatural effects and the general sense that something is very wrong inside the mansion help create a suitably eerie backdrop for the strategic systems underneath.
Where The Roguelite Formula Fits
The roguelite structure works surprisingly well with the premise. Every run offers opportunities to experiment with different cards, layouts and approaches, so failure does not necessarily feel like wasted time.
Instead, defeat becomes part of the learning process. Perhaps your Heart room was too exposed. Maybe you spent your strongest cards too early. Perhaps a particular type of investigator exposed a weakness in your strategy. Whatever the reason, you can carry that knowledge into the next attempt and start building a more effective nightmare.
That encourages experimentation, which is exactly what a game like this needs. The joy comes from discovering combinations that work rather than simply following a single optimal strategy. One run might revolve around ghosts and psychological pressure, while another could focus more on room manipulation and defensive positioning.
The branching paths, different visitor types and unlockable cards reinforce replayability. There is always another combination to try, another mansion configuration to test and another unfortunate group of trespassers to psychologically destroy.
Not Quite A Traditional Horror Game
The key thing to understand about Deck of Haunts is that it is not trying to scare you in the conventional sense. You are unlikely to be sitting in the dark, gripping the controller, terrified of what might be behind the next door. After all, you are the reason the door is terrifying in the first place.
Instead, the game derives its pleasure from creating horror. You are effectively the director of the nightmare, deciding where the scares happen, how the tension builds, and when your victims finally break.
That distinction will not appeal to everyone. Players seeking a traditional survival horror experience may miss the vulnerability and uncertainty that usually make the genre so effective. Yet for anyone who has ever wondered what it would be like to control the haunted house itself, Deck of Haunts provides an unusually satisfying answer.
It is also refreshingly playful about its premise. There is something deliciously dark about watching a confident paranormal investigator walk into your carefully designed mansion, only for you to slowly dismantle their courage, room by room.
Final Verdict
Deck of Haunts is a wonderfully inventive strategy game that takes one of horror’s oldest settings and gives it a fresh perspective. Being the haunted house rather than the victim is an inspired idea, but it is the combination of deckbuilding, room placement, fear management and roguelite progression that makes the concept work.
The strongest aspect is how everything feeds into everything else. Your mansion affects how visitors move, their movement affects your opportunities to frighten them, fear generates essence, essence improves your mansion and greater notoriety attracts stronger opponents. It creates a satisfying loop where every successful haunting feels like another step towards building something truly monstrous.
There are moments when the number of systems and strategic considerations can feel a little overwhelming, particularly as the opposition becomes stronger. Some players may also find that the novelty of repeatedly terrifying intruders loses a little of its impact once the underlying patterns become familiar. However, the combination of experimentation, deckbuilding and mansion construction provides enough depth to keep the nightmare interesting.
Most importantly, Deck of Haunts understands that being evil can be fun. There is something wonderfully cathartic about turning the tables on generations of horror protagonists and finally being the one controlling the darkness. You are not trapped in the haunted house. You are the haunted house.


















