Close Menu
Tech News VisionTech News Vision
  • Home
  • What’s On
  • Mobile
  • Computers
  • Gadgets
  • Apps
  • Gaming
  • How To
  • More
    • Web Stories
    • Global
    • Press Release

Subscribe to Updates

Get the latest tech news and updates directly to your inbox.

Trending Now

Quick fixes: bring back Google Photos classic search instead of ‘Ask Photos’ Gemini AI

12 August 2025

Character.AI Gave Up on AGI. Now It’s Selling Stories

12 August 2025

iQOO Z10 Lite 4G With Snapdragon 685 Chip, 50-Megapixel Camera Launched: Price, Specifications

12 August 2025
Facebook X (Twitter) Instagram
  • Privacy
  • Terms
  • Advertise
  • Contact
Facebook X (Twitter) Instagram Pinterest VKontakte
Tech News VisionTech News Vision
  • Home
  • What’s On
  • Mobile
  • Computers
  • Gadgets
  • Apps
  • Gaming
  • How To
  • More
    • Web Stories
    • Global
    • Press Release
Tech News VisionTech News Vision
Home » Phasmophobia: The Big Interview With Kinetic Games as Revamp for Fan-Favorite Grafton Farmhouse Map Goes Live
Gaming

Phasmophobia: The Big Interview With Kinetic Games as Revamp for Fan-Favorite Grafton Farmhouse Map Goes Live

News RoomBy News Room12 August 2025No Comments
Facebook Twitter Pinterest LinkedIn Tumblr Email

2025 has already been a productive year for Phasmophobia maker Kinetic Games, not least because though it’s only August, we’ve already seen a major overhaul of the in-game journal, the release of the (terrifying) reworked Bleasedale Farmhouse, and now a revamp for the fan-favorite Grafton Farmhouse map has just gone live.

As we dive into the final half of the year — and get ever closer to spooky season — we sat down for a chat with art director Corey J. Dixon to talk about what’s new, when Phasmophobia will finally feel finished, the possibility of Phasmophobia 2, and what it’s like working with Blumhouse Films on a movie adaptation.

IGN: Tell us about the reworked maps. Why rework them at all?

Corey J. Dixon: [Creator] Dan [Knight] wanted Phas[mophobia] to be the best thing it could be. And with the amount of asset packs that he had to use to create the game, there was a feeling of it not being his own thing. The design and the game and everything else inside of it was his baby — and it was successful because of that — but anyone could recreate Tanglewood. They just needed to buy the asset. So Dan was like: ‘I want to make this the best puzzle horror game I can. Let’s rework the maps.’

I joined Kinetic Games about nine months after Phas came out, so it’s just over four years now. Back then, there were only three of us. It was me, Dan, Ben [Lavender], and I was doing all the art myself. My first job was slowly replacing all the art assets, [and] we’re still going four years later. But there’s a lot more people now.

IGN: Why was Grafton next on the list to get a revamp?

Corey J. Dixon: We do what we feel is best for players. Asylum was the most repetitive map. It was absolutely huge before. I’d had chats with Dan where he’s like, ‘Oh yeah, it took me so long, like I was just copy-pasting rooms because I’d made it so big,’ and it just wasn’t that enjoyable to make. That was the first target — we felt that that was the most repetitive, and could have the biggest uplift.

So we did that one first, and then the farmhouses. There are two farmhouse maps, but they were almost identical. We had so many players who couldn’t even tell the difference between Bleasdale and Grafton because they were the same asset pack. So we had the conversation, and I suggested that we should really spread them apart. Let’s make one of them this kind of ornate, mansion-y, bigger map, and then take the other one in the opposite direction. Let’s ruin it, destroy loads of it — give it that abandoned ghosthunting experience that a lot of people do in real life. I think it’s worked — they feel completely different now.

IGN: Do you have plans to rework anything else?

Corey J. Dixon: Earlier this year, we announced we would be doing Tanglewood, and that’s a fan-favorite map. Everyone absolutely loves Tanglewood. So we’ll have to make sure we maintain a balance of, you know, giving it a fresh coat of paint, but not changing too much, because we know how much players absolutely adore it. But I’m pretty sure we’ll find that balance.

IGN: How do you manage demand from players who want smaller maps with those who want much bigger ones?

Corey J. Dixon: It’s a combination of things, the first mainly being the community. We’ve got statistics on what maps people play. We know that people play small maps, and we hear people talk about small maps all the time. That’s a massive factor. We want to update and add things that players want to play. We understand there is a community of players that do like the larger maps, but the bigger the map, the longer it takes to make or redo. So, for us, if we’re going to do, for example, three maps in a year, and if we [chose] a large map, that might mean we only get to do one or maybe two a year. So players are missing out because we’re doing something that takes much longer.

It’s kind of weighing up what the benefit is for the community versus how long it takes. We would like to rework all of the base game maps eventually — it’s just how long that takes, and in what order.

IGN: Have you ever considered expanding beyond four-player co-op?

Corey J. Dixon: A lot of the community have asked for that, especially on the big maps! Yeah, more players means you’ll find the ghost and identify it quicker. But it’s not really something we’re looking into. The whole game is locked in around four players. And it’s a 10-year project. Now, for Dan, he’s [already] worked on the game that long, and the code base is kind of locked in, there’s a lot of linking, intertwining systems, and it all kind of works together. So even if we wanted to do that, it would be an absolutely huge project.

Phasmophobia Nell’s Diner Map Screenshots

IGN: You’ve also recently revealed that the next new map coming to Phasmo is Nell’s Diner. Tell us about it.

Corey J. Dixon: We planned for a new, small map this year and, again, looked at the community. People suggest things all the time. We have a massive list that has all of the things the community has suggested, so we reference that and see what we think, what we think would work or not.

We need to make sure that small maps make sense, because the way that the game plays, you’re restricted in what kind of maps you can do. A lot of people have suggested a theater or an amusement park, and while those would be absolutely amazing art tasks — they’d be so fun to make, gameplay-wise — they’d be really difficult. Massive open spaces mean you don’t have ghost rooms, and you need to have things on the floor or things for the ghost to interact with. So a diner just kind of made sense. You can split it up into these nice little chunks — you’ve got the dining area, the counter, the kitchen, the staff areas at the back, and then some toilets. It’s a perfect little, small map.

It’s also a familiar thing. People love the house maps because they play Phas in a familiar environment, which is just a house that doesn’t look creepy or abandoned. They stop playing [for the night] and walk around their house at night and go, ‘Oh my God. This is so similar. This is my house, and I’m scared of looking around at night.’ And a diner is very familiar for a lot of people.

The theming is super unique. We’ve never done a retro American style or really embraced the culture of it all. Shout out to the art team!

IGN: Is that because you have a bigger team now? One of the criticisms we see is about the pace of development, which has felt sluggish at times.

Corey J. Dixon: Oh, yeah. Definitely. If you compare our updates this year to last year — I think last year was just the console update, and then we did [new map] Point Hope. This year, we’ve already done the Bleasdale update. Grafton. The Chronicle update — which was a huge shake-up of the gameplay — came out a couple of months ago, and we’re still on track with our roadmap. We did Easter, we’ve got the Halloween holiday, and then Nell’s Diner as well.

IGN: You recently said the diner was a chance to use a little environmental storytelling, too?

Corey J. Dixon: We’re trying to push that as much as possible. Phas doesn’t have a story, per se, but even back when I did the asylum map, I tried to add a bit of storytelling there about, like, maybe there’s an origin story there for one of the ghosts, or maybe it’s just a crazed lunatic.

We’re trying to let players think about what happened here without being too hand-holding. We’ve dropped these little bits and pieces around, and people absolutely love it. We did some stuff in Bleasdale that even referenced Grafton. [Our community] absolutely loves it. So we’re just trying to push that Phas is not just a ghost-hunting game with these environments that look pretty but don’t mean anything. It’s a living, breathing world. We’ve got a lore update coming at some point that’s just going to push the storytelling in the game as far as we can.

IGN: Does this mean we’re closer to a 1.0 release? Phasmophobia’s been in early access since its 2020 debut.

Corey J. Dixon: We definitely have plans for 1.0, probably in line with our Horror 2.0 update [slated for 2026] is where we feel the game is feature-complete. It doesn’t mean we’ll stop working on it — we still want map reworks and new maps and stuff in the future, so there’ll be more stuff for the game. But I think once the Horror 2.0 has been redone, which is the next thing we work on after the [2025’s] Player Update, the game will feel finished. Once that’s in, I think it will be in a good spot.

It’s really difficult to know [when it may be finished]. Our community is constantly putting out, ‘Oh, it should have this!’ so we can look at that and just keep doing it! We’d love to work on it until we’re really happy with it. We haven’t set a date or an update that’s like: we’re done. I think we’ll just know: there’ll be that company-wide feeling that this project is done now, we’ve made it the best it can be, which is what Dan wanted Day One. I think we’ll know when we hit that milestone — I don’t think we can plan for that.

Phasmophobia Grafton Farmhouse Map Screenshots

IGN: How do you keep the horror sequences fresh (and scary) for veteran players while keeping the gameplay loop simple enough for new ghosthunters?

Corey J. Dixon: We just try and maintain a balance. Like with the Chronicle update, we wanted to make it make sense. Before, something would be dropped on the floor, and you take a photo and go to the person you’re selling them to, and say: ‘I promised the ghost threw this! It wasn’t me!’ So that was the main goal of the update: let’s make the evidence system make sense, right?

People come up with crazy ideas, and some of them are great. Going back to the first anniversary, and we did a mini update where we redid the journal, because that was a big pain point for players. And people were posting designs on Reddit. It meant that when we came to do it, we had tons of reference, and we knew what players wanted feature-wise, and we just had to make it kind of look pretty, and we haven’t touched it since. The community’s great, it’s almost like you don’t need anyone [on the development team] with a brain now. We could just be developers that don’t have any thought, and we just follow the Reddit thread and just churn out stuff, because there’s so many good ideas on there!

When we got to the gameplay design of the Chronicle Update, it was just about maintaining that interest for new players, but having it complicated enough so that experienced players would enjoy it as well. With the unique and duplicate system, you can go in and take whatever photos, videos, and sounds you want, and not worry about the unique and duplicates, and you’ll still get a pretty good payout.

But veteran players with thousands of hours [in the game] — they know every nook and cranny. They can kind of curate their own really difficult game mode in custom difficulty, and they can go for a perfect investigation, and they can make each game the hardest they want it to be, and then end up with these huge payouts. The custom update is kind of ‘play your way.’ We noticed so many people were making their own little challenges, and we were like, let’s just put it in the game. Let’s just spend the time and put it in. We did a few updates to get the rewards right, but now it’s super solid. It’s rewarding when it needs to be, and it’s less rewarding when it doesn’t. I’m really happy with how that turned out.

IGN: Given how much Phasmophobia has changed since its launch half a decade ago, have you ever considered starting from scratch with a sequel?

Corey J. Dixon: I wouldn’t write it off. It would be a fun challenge to see if we could do another one. There are a lot of things that I know we would change as a company if we went into Phas fresh. There’s definitely things we would all probably say, ‘Oh, let’s not do that!’ Or ‘that would be awesome. We should do that instead.’ So, yeah, you never know. It’s definitely not off the cards.

IGN: What about a Nintendo Switch 2 version?

Corey J. Dixon: We want what’s best for the game, and if the opportunity arises, we’d love to. But there’s no news or anything I can share.

IGN: Before we go — the Blumhouse movie adaptation. How can Phasmophobia’s genre-defining gameplay translate to a movie?

Corey J. Dixon: We’ve got a really good partnership with Blumhouse. It’s brilliant. It will be a Phasmophobia film, it won’t just be a ghost hunting film — we’re going to make sure it’s a film that fans want to watch, and we’re going to work with them really closely. They’re really willing to work with us, and, obviously, we want to work with them. So yeah, we’ve got a really good partnership, and I think fans are going to love it when it comes.

Phasmophobia’s Grafton Farmhouse reworked map is now live across all platforms, including PC via Steam, PS5, PS VR2, and Xbox Series X and S.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Share. Facebook Twitter Pinterest LinkedIn Tumblr Email

Related Posts

Krafton Responds to Ex-Subnautica 2 Leads’ Lawsuit, Saying They ‘Resorted to Litigation to Demand a Payday They Haven’t Earned’

12 August 2025

With Doctor Who’s Future Still Uncertain, Showrunner Russell T Davies Says ‘I Don’t Own It, It’s Not Mine’

12 August 2025

That Viral Hot Dog Moment From Weapons Has a Heartfelt and Subtle Meaning For Director Zach Cregger

12 August 2025

Mission Impossible Star Tom Cruise Was ‘Interested’ in Starring as Iron Man, Before Movie Plans Changed

12 August 2025
Editors Picks

UE’s compact Wonderboom 4 wireless speaker is more affordable than ever

12 August 2025

Data Brokers Are Hiding Their Opt-Out Pages From Google Search

12 August 2025

Realme P4 Series Key Specifications Confirmed Ahead of Launch in India on August 20

12 August 2025

With Doctor Who’s Future Still Uncertain, Showrunner Russell T Davies Says ‘I Don’t Own It, It’s Not Mine’

12 August 2025

Subscribe to Updates

Get the latest tech news and updates directly to your inbox.

Trending Now
Tech News Vision
Facebook X (Twitter) Instagram Pinterest Vimeo YouTube
  • Privacy Policy
  • Terms of use
  • Advertise
  • Contact
© 2025 Tech News Vision. All Rights Reserved.

Type above and press Enter to search. Press Esc to cancel.