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Rehaunted Is Here and Its Haunted Magnifying Glass Has Seen Some Shit

Writer: Niels Gys
Niels Gys
13 hours ago
5 min read

Rehaunted launched on PC on September 14, and the pitch is immediately more interesting than the usual haunted-house shift: you investigate a woman's death using actual detective tools while supernatural evidence starts contaminating the crime scene. The magnificent bit is a magnifying glass that reveals paranormal entities and clues invisible to the naked eye. The considerably less magnificent bit is the reception. One day after launch, Rehaunted sits at just 44% positive from its first 50 Steam reviews.


That is far too early to declare the patient dead. It is, however, enough to stop cheerfully wheeling it toward the gift shop.


Rehaunted is a short, roughly two-to-three-hour psychological detective horror game from Cauchemar. You play Detective Connor Raines, enter a house where a young woman has died, examine evidence and try to work out what happened while the supernatural apparently decides that ordinary homicide investigation lacks sufficient administrative complexity.


And underneath the horror marketing, there appears to be an actual detective game here.



Like your horror with an actual job to do? Head into our Horror coverage, where paranormal investigation has evolved beyond screaming at a hallway and filing the incident under “absolutely fucking not.”



CSI Has Acquired a Ghost Problem

Raines has a UV flashlight, camera, radio, magnifying glass and evidence board. You're searching rooms, inspecting physical evidence, finding hidden traces and connecting information while communicating with another detective.


That matters because there are approximately seven billion indie horror games set inside dark houses, and many of them have reduced investigation to opening every cupboard until either a key appears or something with knees facing the wrong direction runs across the hallway.


Rehaunted at least has a better idea.


Its standout mechanic is the magnifying glass. Certain paranormal clues and entities cannot normally be seen, but become visible when viewed through the lens. Suddenly the humble magnifying glass, an object previously associated with Sherlock Holmes and children murdering ants on warm patios, has been promoted to ghost detection equipment.


It's a wonderfully specific horror idea because it corrupts something inherently reassuring. Detective tools are supposed to make the unknown smaller. You find fingerprints, illuminate traces, connect evidence, establish facts. Every new piece of information should make the room slightly less mysterious.


Rehaunted has apparently looked at this basic principle of criminal investigation and said: what if examining the evidence made the room considerably fucking worse?


Now you've found something.


Congratulations.


It has teeth.


That collision between detective work and supernatural horror is the reason Rehaunted stands out. The murder isn't merely the excuse for arriving at Spooky House Number 847. Investigating it is the structure of the game, and the paranormal activity appears woven into how you search for answers.


The developers have even demonstrated the lens mechanic separately and discussed the technical work involved in rendering things through it. Whatever else Rehaunted eventually proves to be, the magnifying glass isn't trailer sorcery. The mechanic exists.


Whether it stays interesting for the entire investigation is a different question.


A Rehaunted detective holds up a magnifying glass, revealing a tall grinning supernatural woman standing in a dark hallway.

Want another game where being trapped somewhere horrible is basically the onboarding process? Enter The Outlast Trials coverage. Murkoff has considerably more resources than Rehaunted’s haunted house and has chosen to spend all of them irresponsibly.



The Investigation Wants You to Think

Rehaunted also makes a fairly ambitious promise about deduction.


The game presents clues and contradictions and asks you to construct conclusions rather than simply waiting for Detective Raines to announce that the bloody knife beside the corpse may warrant further investigation. Dialogue choices can expand the investigation, while the evidence board provides somewhere to assemble what you've discovered.


That sounds excellent.


It is also exactly where we currently need to stop taking the brochure at its word.


There is an enormous difference between a detective game that lets you reason from incomplete evidence and one that lets you collect six glowing objects before pressing the button marked DEDUCTION. Rehaunted has only just launched, and there isn't enough mature evidence yet to know where on that spectrum its investigation actually lives.


The same applies to its short runtime. Two to three hours could be ideal for this kind of game. A single murder, one horrible house, a tightly controlled supernatural investigation and then everybody goes home, except presumably the dead woman.


It could also mean the central mechanic barely has time to become interesting before the credits arrive.


We don't know yet.


What we do know is that the people who have actually started buying the thing aren't exactly forming a conga line outside Cauchemar's office.



That 44% Steam Rating Needs Watching

At the time of writing, Rehaunted has 50 Steam reviews and only 44% are positive.


For a game barely a day old, that's a warning siren.


It's still a small sample, so treating 44% as the final public verdict would be ridiculous. Early Steam ratings can move dramatically as more people finish a game, patches arrive and the audience expands beyond whoever charged through the front door during launch night.


More importantly, the number currently tells us that people are unhappy, not reliably why.


That distinction saves us from conducting journalism by séance.


Technical problems? Maybe. Weak puzzles? Perhaps. Disappointment with the detective mechanics? Possibly. Value concerns over the short runtime? Entirely conceivable.


We don't have strong enough evidence yet to pin the Mixed reception on any of those, so we won't.


What makes the situation worth watching is the contrast. Rehaunted's central idea attracted noticeable enthusiasm before release, particularly when its paranormal magnifying glass was demonstrated publicly. Now the first paying players are giving the complete game a considerably frostier reception.


Something happened between "that's a bloody cool horror mechanic" and "I have now purchased the bloody cool horror mechanic."


That's the interesting question.


A blood-covered supernatural woman crouches over a man's body beside a toilet in a grim bathroom scene from Rehaunted.

Prefer being the reason somebody else needs a detective? Our Crime Games hub is the other side of the police tape: robberies, criminal sandboxes and enough felonies to make Rehaunted’s evidence board require an extension.



So, Is Rehaunted Worth Paying Attention To?

Yes. Buying it is a question we're deliberately leaving open for now.


Rehaunted has earned another look because its detective-horror concept survives first contact with the actual gameplay. You're investigating a murder, using specialised tools, examining evidence and uncovering supernatural information through a genuinely unusual mechanic. There is enough here to separate it from the Steam warehouse containing 400 haunted corridors, 900 possessed dolls and one flashlight apparently powered by a potato.


But 44% positive after 50 reviews is too ugly to casually step over.


Give the launch a few days. Let more players finish the two-to-three-hour investigation. Let the recurring complaints become clear. Let Cauchemar respond if there are launch problems worth fixing.


Then the question becomes much sharper:


Did Rehaunted build a clever detective game where finding the truth makes the haunting worse, or did somebody invent a fantastic magnifying glass and put an unfortunately mediocre game behind it?


Right now, both bodies are still on the evidence board.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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