Inside the Design of Phasmophobia’s Player Character Update
Summary
- Co-op horror paranormal investigation game Phasmophobia launches its next major update on its road to 1.0.
- The game’s Art Director goes into detail on the new Player Character Update, which introduces avatar customisability for the first time
- The update also features many immersion enhancements, such as seeing your own body, seeing teammate equipment at a glance, and improved death animations.
This year, Phasmophobia is coming up to its sixth birthday in Early Access, and finally approaching its full 1.0 release. In that time, the game has grown and evolved in ways we couldn’t have imagined at the start. I joined early on in that journey, when things were still new and felt a little experimental. Since then, we’ve expanded and improved almost every part of the game, from new ghost types and equipment, to complete overhauls of existing maps. These improvements are all part of our final vision for the game when it releases into 1.0 this year, but some parts, such as the player character system, still remain largely unchanged.
We first started thinking about reworks, including the player character system, nearly five years ago with the intention of making the experience of playing Phasmophobia more realistic. Now, as we approach full launch, it felt like the right time to finally tackle it.


One of the biggest changes is also the simplest: you now have a body!
For the first time, players can now look down and see legs, move through environments in a way that feels more physical, and hold equipment properly. Equipment is now visible on your character when it’s not in your hands, so you can quickly see what your teammates are carrying without needing to ask. Also, the flashlights are no longer stuck in place as players have a left hand – which makes a bigger difference than you’d expect when moving through a dark place mid-investigation.
We wanted it to feel like you’re actually in the game rather than just floating through a space, as this will ultimately help players feel more immersed in the world.
We’ve also moved away from some of the ‘visual quirks’ of the old system. Loved by many, the ‘bendy backs’ and odd movements had their charm, but they could break the tension at the wrong moment. We of course want players laughing with each other, but not at what is happening on screen. The horror immersion works best when it is more realistic, and should make the scarier moments easier to digest without someone bending in half next to them.
Phasmophobia works best when you’re communicating, reacting, and figuring the investigation out together. When you can easily read what your teammates are doing and feel more present in the space, the experience clicks in a different way.


Customisation was another big focus. Before, you would often see multiple of the same character repeated in a lobby, and this system didn’t give much room for individual player identity. Players have loved expressing themselves with the existing ID cards backgrounds and badges feature, so with this rework, we wanted to open that up further, so investigations feel more personal.
There is now much more variety for customisable elements, which goes a long way in a co-op game. Hair colour and outfit options are just the start, and we’ll be expanding this over time with more choices.
Alongside this, animation has been a major area of improvement. We wanted movement to be more believable across the board whilst also giving certain moments more impact – especially death. The team have completely reworked the death animations: dying in a Phasmophobia game should feel like a whole moment in itself, and this is something we will continue to build on as we introduce new ghosts later on.
A lot of the work on this update has been behind the scenes, and it’s easily been one of the more complex tasks we’ve taken on. It’s been a big milestone for the team, and one we’ve been thinking about for years. Seeing it all come together has been incredibly rewarding, and it’s only the beginning of pushing the horror experience as we head towards 1.0 and beyond.
We’re really excited for players to jump in and experience these new moments, even if it means dying a little more and losing some of their hard-earned equipment along the way.
Phasmophobia (Game Preview)
Kinetic Games
The post Inside the Design of Phasmophobia’s Player Character Update appeared first on Xbox Wire.
source https://news.xbox.com/en-us/2026/05/05/phasmophobia-player-character-update/

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