The Studio Behind Friday the 13th Wants Halloween to Be the Jump Scare Game That Actually Scares You

The Halloween booth was a huge hit at PAX East 2026, with fans waiting in line for over an hour – and many agreed it was worth the wait. It likely had the longest and most consistent line of the entire weekend.

Once you made it to the front of the line, you and four other players were among the first to try out the demo of Halloween—the new multiplayer horror game from IllFonic, the studio behind games like Friday the 13th, Predator: Hunting Grounds, and Killer Klowns from Outer Space.

The Halloween booth was amazing to look at – a full-scale recreation of Michael Myers’ house from the 1978 movie. It was built just for the event, and even though it was crowded with people and had a long line, it still felt a little creepy.

Before I started playing, I went into a small house set up like a living room. It had a lamp, coffee table, couch, and a TV showing a repeating clip of the game. But there was something else hidden inside…

I was really relieved to discover this game wasn’t just about being ‘evil’ for the sake of it! I got to chat with Jared Gerritzen, the Chief Creative Officer at IllFonic, and he walked me through the whole development process, explaining what makes this game different from other asymmetrical multiplayer experiences.

Building Halloween From the Ground Up

Gerritzen has worked on several horror game franchises at IllFonic, including Friday the 13th and Predator: Hunting Grounds. He emphasized that the Halloween project wasn’t just a business decision; it began with a genuine passion for the franchise and a brainstorming session that felt more like a group of horror fans discussing their favorite movies than a formal meeting.

Gerritzen remembers that on their first day at IllFonic, the team gathered at an Airbnb and started brainstorming. They began by asking themselves what if they created something in the style of classic films like Jaws, Predator, and Ghostbusters.

The team then carefully reviewed several potential movie ideas, sharing concepts and gauging which ones seemed most promising. Ultimately, Halloween stood out, and after securing the rights from Trancas International Films, everything came together.

The biggest challenge was making Michael Myers feel right as a playable character, particularly his unnerving habit of disappearing and reappearing suddenly. The developers called this ability “Shape Jump,” and they came up with it by carefully studying the original 1978 Halloween movie over and over.

Gerritzen described a famous scene from the movie Halloween where the camera focuses on a moment with the lights suddenly going out, leaving the audience wondering what caused it. He then posed the question: what if the killer dislikes light and actually needs darkness to operate?

This idea then became a core rule of the design. If Michael is visible – either in the light or being looked at – he can only walk. However, the moment you look away or turn off the lights, he can disappear and reappear anywhere he wants.

Gerritzen shared that the mechanic genuinely surprised him during a test run of the game. While playing as a survivor, he automatically fled a house when the power went out – even though he knew what was happening in the game. When he turned around, Michael was right there in the doorway. “I actually threw my controller,” he said with a laugh. “I was completely shocked!”

And that reaction is very much by design.

More Than Just a Killer and Survivors

Gerritzen was particularly excited to discuss what sets Halloween apart from other asymmetrical horror games. A key difference is the presence of regular townspeople who aren’t players. Instead of a map filled with only survivors and a killer, the game features a living town with people going about their daily routines, unaware of the danger lurking nearby.

In this game, you play as a survivor – or “hero” – and your goal isn’t just to get away yourself. You also need to help the other people caught in the situation. You can tell them what to do – like hide or call for help – or lead them to safety. The more people you rescue, the better your rewards will be.

Michael sees ordinary people as targets. As he hunts them, he grows stronger and more violent, and the resulting fear spreads among those who remain. Witnessing so much horror causes survivors to break down mentally. This creates a dynamic and immersive experience, making the game world feel truly alive – it’s more than just a simple hunt.

“We give you all the pieces,” Gerritzen said, “and then you get to decide how you want to do it.”

Getting Stalked in Haddonfield Heights

The PAX East demo took place in Haddonfield Heights, a seemingly peaceful Midwestern neighborhood with small homes, dark streets, and fenced yards. The abandoned Myers house cast a long shadow over everything. The game’s visuals perfectly captured the look and feel of the original 1978 film, even down to the faded colors.

Okay, so my first thought when things went south was to gather up some of the townspeople and hide them in a house nearby. I figured if we turned off all the lights, it would look deserted and Michael would just pass us by. But I totally forgot what Gerritzen had just told me – Michael actually likes the dark! Cutting the power was a terrible idea, basically handing him an easy win. It was like we were just sitting ducks.

Just as Gerritzen predicted, Michael Myers materialized suddenly, appearing as if from thin air. One second the room was empty, and the next, he was simply… there. Like any forty-year-old who considers himself a protector, I reacted by screaming and diving through the nearest window at PAX East, in front of everyone. The fall cut me with broken glass, and Michael Myers ended my life.

The most exciting thing was realizing I wasn’t permanently defeated. Once I calmed down and collected myself, I remembered that the game lets you respawn. And I came back as Dr. Loomis, which was perfect and really captured the spirit of the movies, giving the whole experience a fresh burst of energy.

Stalking in Haddonfield Heights

Switching from playing a survivor to playing Michael was a completely different experience. There’s a lot of pressure when you’re the killer in these types of horror games – everyone is trying to escape you, and skilled survivors can make you feel helpless. I didn’t feel like a powerful horror villain at all, but Michael has a unique confidence thanks to his ability to quickly move around the map.

I began by showing the survivors that I could appear instantly wherever they were. I’d materialize at the end of a street or step out from behind a car, then vanish into the darkness as soon as they turned to flee.

After that, it became a game of eliminating players one at a time. This proved challenging, as the AI, Michael, is surprisingly strategic. He doesn’t move quickly, so simply running after him usually doesn’t work – unless he pauses to interact with something, creating an opening to sneak up behind him.

Honestly, winning as Michael Myers feels like it’s all about predicting where the survivors are going and getting into their path. The demo was pretty overwhelming at first, trying to learn all that, but in a good way! I can definitely see a lot of people sticking with this game to really master the character and become the ultimate Myers. And let me tell you, even just getting one kill before the demo ended felt amazing – way more satisfying than it probably should have!

The Boogeyman is Back (and He Has a Release Date)

IllFonic has consistently delivered solid horror games based on existing franchises, and their new take on Halloween is their most impressive effort yet. The unique ‘Shape Jump’ ability isn’t a simple trick; it’s a clever design choice that truly captures the spirit of the original Halloween films. It makes playing as Michael Myers feel distinct from other killers in similar games, and when executed well, it perfectly recreates the tension and atmosphere of those classic movies.

The horror game Halloween will be released on September 8, 2026, for PlayStation 5, Xbox Series X|S, and PC (through Steam and the Epic Games Store). After seeing it at PAX East, I think horror fans will really enjoy this game, especially with its release timed perfectly for Halloween!

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2026-04-07 21:41