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Full Scream Operator: Haunted House Manager update
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Repeated intro
Hello everyone, and welcome back to Devlog #4 for Scream Operator!
What changed
- Events
- Gameplay
Scream Operator: Haunted House Manager changes
Development is moving at an incredible pace right now. Because of this momentum, I have a massive announcement to share: Scream Operator: Haunted House Manager is officially participating in the Steam Next Fest this October! Steam post image To make things even better, a playable demo will drop at the very beginning of October, perfectly timed for the start of the Halloween season. 🎃
Today, we are moving away from the tracks inside the ride and focusing entirely on where the terror begins: crowd management.
Designing the Queue & Pre-Shows
In our last update, I mentioned shifting focus toward the guest areas outside the ride itself. I am thrilled to report that the Outside Queue, Lobby Entrance, and Pre-Show rooms are now fully functional and integrated into the simulation loop.
Before guests ever step foot into a ride cart, they have to wait. In Scream Operator, a long line is great for business, but it is dangerous for your ratings. If guests get bored while waiting, their patience drops, ruining their immersion before the ride even starts. You have to use everything at your disposal to keep them entertained and terrified while they wait in line.
Endless Customization & Upgrades
The setup you see in the preview is just one of many ways to design your entrance. The lobby and pre-shows are customizable, and a massive part of the management loop involves upgrading these areas as your haunted house grows.
The Road Ahead
My primary focus now is expanding the content library, adding more props, designing new card types, and refining the guest AI behavior to make sure the October demo feels incredibly polished and addictive.
The countdown to Steam Next Fest has officially begun, and I will be back soon with more updates from the dashboard!
Best, Japhet
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