Manage your own Paranormal investigation agency
Ghosts, cryptids, possessions, and the occasional dodgy boiler. Build your agency, send the right team, and hope they all come home.
A family hears voices in a house that's been empty for forty years. A priest reports objects moving during services. A man insists his dead wife is still in the bedroom, and the thermal camera agrees.
You run the agency they call. Read the brief, choose your people and send them in. Get it right and you get paid. Get it wrong and you lose money, reputation, and sometimes the people you sent.
Somewhere between This Is the Police, Darkest Dungeon, and Two Point Hospital.
A frightened witness. A strange recording. Something moving upstairs. Every case begins with incomplete information. Study the clues, decide what you think is happening, then act on it.
Mediums, investigators, occultists, technicians and more. Choose who gets the call based on what you think awaits them. Send the wrong people and a difficult night can become something much worse.
You will never know everything before you send your team in. Read the warning signs, weigh the risk and make the call. Once they leave the agency, there is no changing your mind.
Plans can unravel. Specialists can be injured, equipment can be damaged and seemingly routine investigations can take a nasty turn. Sometimes everybody comes home. Sometimes they don't.
Success builds your reputation and opens new opportunities. Failure costs money, confidence and potentially people you have spent hours developing. Every case leaves its mark on the agency.
Hauntings, poltergeists, possessions, psychic phenomena, occult activity, and cases that turn out to be nothing-burgers. Work out which one you are dealing with before it's too late.
Cruel Systems. Comic Delivery.
Behind every case is an agency you're building for the long haul. Recruit specialists, develop their skills, manage equipment and decide where to invest your limited resources. The people you send today become the experts you'll depend on tomorrow.
But nothing stays optimal forever. Gear wears down, better specialists cost more to deploy, people get hurt and sometimes they don't come back. Building a powerful agency is one thing. Keeping it running is another.
Build a team roster with different roles, experience and potential. A promising Junior costs less but needs development. An accomplished Specialist can transform a case, if you can afford to send them.
Every role has its own skill tree. Develop specialists towards different strengths and create experts for the situations you struggle with most. Two people with the same job can become very different investigators.
Buy, recover, assign and sell equipment across your agency. Gear wears down with use, second-hand bargains come with compromises and the expensive option is not always the sensible one.
Fieldwork earns experience. Successful investigations earn Plasm to invest in specialist skills. Decide who gets your attention, who develops next and whether to deepen an expert or strengthen the rest of the roster.
Cases cost money before they make money. Travel, equipment, recruitment, recovery and deployment all compete for your Scrip. Sending your finest team might improve your chances, but it can also be spectacularly expensive.
Diagnosis. Role. Skill branch. Experience. Equipment. Support. Difficulty. Risk. The result of a case is built from the decisions you made before your team ever arrives. There's no perfect squad, only the right call for the case.
Your Roster. Your Call.
From restless spirits and demonic possessions to cryptid sightings, UFO encounters, and cases that turn out to be nothing-burgers. Your agency will face investigations spanning the full breadth of the paranormal, the occult, and the occasionally mundane. Every case demands the right team, the right tools, and the right call.
Shades of Strange. Outcome unknown.
ParaMang is a solo project, so it'll take as long as it takes, but I'm aiming for a playable build by 31st October 2027. Register your email to be notified!
I'll send you just one email to confirm your intention, then you'll not hear from me until there's something to test. No newsletter, no spam. Promise!
Building a game solo takes time, and there's a lot still in progress. But the core decisions are made, the game is actively being built, and some things I can already tell you for certain. If your question isn't covered below, it probably means I'm still figuring it out myself.
A single-player management sim. You run a paranormal investigation agency. You'll be hiring specialists, taking cases, and deciding who to send and what to equip them with. Think Football Manager meets Darkest Dungeon, with the deadpan humour of Two Point Hospital.
The target is October 31st, 2027. It's a solo project so that date may shift, but that's what I'm building towards.
Free to play at launch. The full game, no paywalls, no gating. Future monetisation may come down the line, but right now the focus is on building the game, not the business model.
No. It's browser-based, so no install required. The game is designed for desktop and laptop browsers, with tablet support likely. Phone play isn't on the roadmap right now, but never say never.
No, it's single-player only. It's your agency, your roster, and your bad decisions to live with. I may look into in-game interactions with other players in the future. We'll see.
Not yet. The game is still in active development. Sign up to the mailing list to be notified when it's ready.
No. The artwork on this page is AI-generated placeholder imagery to give a visual feel while the game is in development. The game itself is being hand-built by a senior software developer. No vibe coding, no generated spaghetti, just one person, writing every line. That's also why it takes a while.