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Halloween
Halloween Waifu is an exciting puzzle game with anime girls in a Halloween theme! Collect 30 unique levels, enjoy the gallery of collected images and achieve g…
Halloween getting a dedicated game isn’t shocking-Michael Myers has haunted Dead by Daylight for years-but IllFonic aiming for stealth-first asym horror is what made me sit up. If you’ve played Friday the 13th: The Game or Ghostbusters: Spirits Unleashed, you know IllFonic understands cat-and-mouse tension. The twist here is a true infiltration angle in Haddonfield, not just chase-and-hook loops. That could be the difference between “another licensed slasher” and something that nails Carpenter’s slow-burn dread.
Here’s the setup: one player becomes Michael Myers, the embodiment of “he’s just there” horror, while others play ordinary residents trying to survive. Myers isn’t a sprinting super-soldier—he’s a planner. You stalk. You sever communications (yes, cutting phone lines is a thing). You weaponize silence and timing. Civilians counter by warning neighbors, repairing lines, and coordinating escape routes.
It’s all staged across multiple Haddonfield-inspired maps, not just one cul-de-sac reskin. That matters: asym games live and die on sightlines, hiding spots, and busywork that creates risk. If IllFonic designs homes, backyards, and alleys that make every corner a decision point, the game’s tension curve will take care of itself. The team also says we’re getting a single-player campaign—an underused card in this genre that could help the game stay relevant even when your squad’s offline.
Platforms are the current-gen trio—PC, PS5, Xbox Series X|S—targeting 2026. That’s far enough out that polish and netcode should be non-negotiable. If they land crossplay on day one, the player pool will thank them.

I’ve been on this ride with IllFonic before. Friday the 13th had brilliant vibes but got kneecapped by licensing drama and some launch jank. Predator: Hunting Grounds had cool asym ideas but struggled with performance and long-term retention. Ghostbusters: Spirits Unleashed showed steadier post-launch support and a friendlier on-ramp for casual players. In short: they can build tension, but the tech and content cadence need to be rock solid.
Gun Interactive co-publishing is meaningful. Their work shepherding The Texas Chain Saw Massacre proves they understand how to keep a licensed horror community fed with updates and balance passes. If IllFonic brings the boots-on-the-ground feel and Gun handles the live-service cadence, Halloween has a shot at staying more than a seasonal novelty.

Dead by Daylight perfected “run, loop, fix gens,” but that loop has gotten predictable. Leaning into infiltration could freshen the formula. Myers should feel terrifying precisely because he isn’t spamming abilities—he’s exploiting information gaps. Cutting phones, killing the lights, and forcing civilians to choose between sticking together or covering more objectives is inherently dramatic. If IllFonic nails audio—those Carpenter-like synth pulses, creaks, and distant footsteps—and keeps visibility readable without becoming “night-vision simulator,” tension will come from what you don’t see.
The risk? If stealth is too effective, rounds become non-interactive ambushes. If civilians have too many tools, Myers loses identity and the game devolves into Benny Hill. Smart cooldowns, noise risk, and map interactivity (closets, blinds, fences, shortcuts) can keep both sides tense without feeling cheap. Give civilians micro-goals beyond just “call for help” so they’re always making meaningful choices.

I’m cautiously optimistic. Halloween’s DNA is tailor-made for asym stealth, and putting a real single-player mode on the roadmap is exactly the kind of player-first move this genre needs. But we’ve been burned by licensed horror before: thin launch content, shaky servers, and long waits between updates can kill momentum fast. If IllFonic and Gun commit to day-one crossplay, a stable netcode foundation, and a clear cadence of maps, cosmetics, and balance patches—ideally with seasonal events around October—this could finally be the Myers experience fans have wanted since 1978.
Halloween aims to turn asym horror into a patient, stealth-driven cat-and-mouse, letting you truly feel like Michael Myers while civilians scramble to survive Haddonfield. It sounds right for the license, but execution will hinge on crossplay, netcode, balance, and whether the single-player campaign is more than window dressing.
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