IllFonic and Gun Are Bringing Halloween to Games—Here’s What Actually Matters

IllFonic and Gun Are Bringing Halloween to Games—Here’s What Actually Matters

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Halloween

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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…

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The Boogeyman Is Back-And This Time It’s Stealth-First

IllFonic and co-publisher Gun Interactive just pulled the sheet off Halloween, an asymmetrical stealth horror game based on John Carpenter’s 1978 classic, headed to PS5, Xbox Series X|S, and PC (Steam/Epic) on September 8, 2026. This caught my attention because it reunites two teams that know the slasher space inside out-IllFonic helped define licensed asymmetrical multiplayer with Friday the 13th, and Gun proved its horror instincts with The Texas Chain Saw Massacre. The pitch this time isn’t “run and kite the killer.” It’s stealth, dread, and Haddonfield as a sandbox. If they nail Carpenter’s slow-burn vibe, that’s a real differentiator in a genre crowded by perk trees and pallet loops.

  • Single and multiplayer confirmed-rare for the genre and key for longevity if servers thin out.
  • Stealth-first loop: Civilians escort townsfolk, scavenge, and call the cops; Michael uses “Shape Jump” to stalk and strike.
  • Set entirely in Haddonfield, aiming for film-faithful tension over arcade chase.
  • Rights partners include Compass International Pictures, which should help avoid another Friday the 13th-style legal shutdown—but it’s still worth watching.

Breaking Down the Reveal

Announced during PlayStation’s State of Play, Halloween is positioned as an “asymmetrical horror sandbox” with both single- and multiplayer. Civilians do more than just flee—IllFonic says you’ll guide townsfolk to safety, scavenge for weapons and supplies, and find a phone to call the police. That’s a smart twist on the typical “fix five things, open a door” formula. Meanwhile, Michael Myers stalks the shadows with abilities like Shape Jump, a power that sounds like a design translation of how Myers always seems to be exactly where you don’t want him to be—no sprint, just inevitability.

“Our goal is to push the horror experience to the next level with single and multiplayer modes so players can get the most out of the game,” said Jared Gerritzen, CCO of IllFonic. It’s a big promise, and in this space, the execution matters more than the bullet points. Asym games live or die on map design, objective clarity, and whether the power role feels menacing without being oppressive.

Why This Matters Now

Asymmetrical horror is saturated, but the dominant players don’t really capture Carpenter’s pacing. Dead by Daylight is a meta playground; Texas Chain Saw leans into scrappy escapes and multi-killer chaos. Halloween could carve out space by embracing tension over sprinting. The core fantasy here isn’t “outplay the killer,” it’s “feel hunted.” Escorting NPCs and calling the police are straight from the film’s DNA—small town, thin protection, dread tightening one street at a time. If IllFonic leans into slow-burn audiovisual design (heavy footsteps, that synth sting, the absence of music at the right moments), Halloween could feel different instead of derivative.

Screenshot from Halloween Waifu
Screenshot from Halloween Waifu

The other headline is single-player. Too many licensed asym games evaporate once matchmaking slows. A robust offline mode with decent AI, scenario variety, and progression that doesn’t feel like a tutorial could make Halloween worth playing long after the launch spike. If IllFonic delivers a proper solo experience, it addresses the biggest player pain from Friday the 13th’s twilight years and Predator: Hunting Grounds’ dwindling queues.

Track Record Check: IllFonic and Gun

IllFonic has lived in this space: Friday the 13th captured the vibe brilliantly but got kneecapped by rights issues; Predator had cool ideas but inconsistent support; Ghostbusters: Spirits Unleashed found a niche with co-op haunt-busting. Gun’s Texas Chain Saw Massacre showed a sharp eye for authenticity and atmosphere. The partnership with Compass International Pictures and Further Front suggests the Halloween rights are buttoned up, which should ease fears about repeating F13’s legal nightmare. Still, players will want clarity on long-term plans before they pre-order any boogeyman skins.

The Big Questions (That Actually Affect Your Fun)

  • Crossplay and cross-progression: Non-negotiable in 2026. Fragmented pools kill asym games.
  • Dedicated servers and offline bots: Don’t strand solo players. Let us practice routes, escort patterns, and Myers mind games without a lobby.
  • Monetization: Cosmetic-only? Battle pass? Licensed skins can be cool (seasonal masks, alt-era outfits), but don’t lock key ambiance behind paywalls.
  • Map variety: “Haddonfield” can’t be one cul-de-sac. We need neighborhoods, schools, hospitals—ideally multiple layouts and night/weather variants.
  • Audio and pacing: Carpenter’s theme is iconic. Use it sparingly. Let footsteps, breathing, and silence do the heavy lifting.
  • Balance of power: Myers should feel inevitable, not unavoidable. Civilians need meaningful counterplay beyond “hide and pray.”

Looking Ahead

Launching September 8, 2026 puts Halloween squarely in spooky season, but it also means a long runway. That’s time to show real gameplay, confirm crossplay, and prove the single-player is more than a tutorial. A public test next Halloween would be perfect: let players feel whether Shape Jump creates cinematic tension or cheap teleports, and whether escort objectives create emergent stories instead of escort-mission frustration.

Screenshot from Halloween Waifu
Screenshot from Halloween Waifu

I’m cautiously excited. The ingredients are right: the license, the teams, the stealth-first pitch. If IllFonic and Gun can resist the urge to over-gamify the boogeyman and instead build a sandbox where dread is the system, Halloween could be the rare licensed asym that earns a long life—no courtrooms required.

TL;DR

Halloween is an asymmetrical stealth horror set in Haddonfield from IllFonic and Gun, targeting September 8, 2026. The single-player angle and slower, dread-first design could finally capture Carpenter’s vibe in a multiplayer space—but the game’s fate will hinge on crossplay, offline support, map variety, and whether “Shape Jump” creates tension instead of cheap jump cuts.

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GAIA
Published 12/17/2025Updated 1/2/2026
5 min read
Gaming
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