Mind the Mist
The Mist Valley from above at night: broadleaf forest in blue midsummer dusk, mist lying in the hollows.

Mind the Mist

Asymmetric horror · 1 killer · 4 survivors

Move your lantern. Fire pushes the mist back.

The mist rolls in

On certain nights of the year the mist comes back, and it brings the dead who found no rest.
People once lit fires to keep them off. The fires still work.

Mind the Mist is a horror game for five. One player is the killer. Four are survivors, and they try to last until first light. Bots take any empty seat, so a night works alone, with one friend or with four.

It is set in the Nordic countryside, on the turning nights of the year, and every killer comes out of an old tale of the place they haunt.

Four survivors at a fire basket in a birch wood at night. The firelight holds the mist back from the path.
A fire basket in the birch wood keeps a ring of ground clear. Pre-alpha

How a night works

Stay in the light. The mist is his.

  • The mist is the killer's ground

    Inside it the killer is fast, silent and unseen. Outside it the killer is slower than a running survivor and easy to hear. The mist rises all night.

  • Fire pushes it back

    Light a fire basket and the mist draws back around it. Your lantern does the same on a smaller scale, for as long as its oil lasts.

  • Help each other up

    The mist takes whoever is left lying in it. Get a downed friend back on their feet before it does.

  • Talk to whoever is near

    Proximity voice is on all night. You hear the people close to you, as far as a voice carries in fog.

  • Any seat can be a bot

    Bots fill the empty places, the killer's too. Play a night alone, or bring up to four friends.

The Surveyor carries a downed survivor across a lit garden while the others watch from the fire.
The take. He carries what he has measured into the mist. Pre-alpha

Who walks

The mist brings back the restless dead of old folk tales. Each of them has a home ground, and each is kept off by an old country rule.

The Surveyor, a gaunt man in a long coat and cap, stands with his back to us in thick blue mist.
Home ground: the Mist Valley, midsummer night. A bowl of 660 × 660 m. Pre-alpha

The Surveyor

“Here is right, and here is wrong.”

In the land reform of the early 1800s a surveyor took a farmer's silver and moved the boundary stones on midsummer night. He died that autumn and was buried on the chapel hill. The stones still stand where he put them, so every midsummer he walks out to measure the valley again. Until first light, whoever stands on the wrong side of his line is his.

In the mist

  • Steps through the mist along his own survey lines
  • Plants wisps, false lights that lead you off the path
  • Puts lanterns out
  • Sets survey stakes that catch a foot

What beats him

  • Fire
  • Cleared ground, where he is slower than you
N the keep well the moat drawbridge walls 2.4 m thick at the foot
Home ground: the Stone House, All Saints' Eve. A medieval keep of five levels, built 1499–1505.

The Chambermaid

“Is it you?”

On All Saints' Eve the same friends take the last ghost walk of the season. At 20:15 the guide's lantern goes out, something knocks inside the wall, and the drawbridge is up. In 1676 a maid let her lover in by the well and was walled up alive for it. She has been in the walls ever since, listening for his step. When she hears someone else's, she brings the wall to them.

In the walls

  • Moves inside the stone
  • Knocks in the wall, then goes silent
  • Hears your step through the stone
  • Walls up the doorways

What beats her

  • Warm walls: she cannot enter a wall heated by a lit hearth
  • Bricks come down: anyone can break her wall
the lighthouse the south wood 832 × 826 m
The third night: the Pilot Island, an August storm.

Coming later

The Pilot

A rented week in the lighthouse keepers' houses ends in an August storm that cuts the power. At 21:30 the sea fog rolls in, and the first cry comes in over the water. The island's pilot rowed out to a ship in the great storm and was never found. With no grave, he walks the shores whenever a storm comes in.

He cannot cross running water.

The Surveyor walks through a flowering meadow toward a lit camp with tents and an old caravan under a pink midsummer sky.
His camp on the lake shore, the start of his line. Pre-alpha

The taxi answers

Every night has three ways out. None of them is easy, and one of them is late.

A way out for four

The farm's old estate car. Cecilia keeps it running, but the key and the jump leads went missing at the party, and somebody chained the gate for the night.

A way out for one or two

Gustav's rowing boat at the boathouse. He has rowed it at night for fifty years. The oars need a steady rhythm, and the lake is wide.

A call for help that comes late

The local taxi. Its phone answers from 01:30, because the driver is at another party until then. Someone still has to wait at the stop.

The circle

Ordinary people of one country parish, and their guests.

The same friends meet at the farm at midsummer, rent the lighthouse in August and take the ghost walk in October. Every night stands on its own: the game never says who lived through the last one.

  1. Anna mid twenties

    It is her family's farm.

  2. Bo late thirties

    The neighbour. He carried the tables out.

  3. Cecilia early thirties

    She keeps the car running.

  4. David late twenties

    The friend from town.

  5. Elin mid twenties

    She feeds the ravens.

  6. Frida late fifties

    The nurse.

  7. Gustav late sixties

    He fishes the lake at night.

  8. Hedda mid seventies

    She came for the dancing.

  9. Ingrid mid twenties

    She dressed for the maypole.

  10. Jonte late twenties

    His car is parked by the road. It always is.

  11. Kjell early sixties

    He has hunted these woods for forty autumns.

  12. Leif mid fifties

    He rowed in from the islands for the party.

The old ones half remember the rules. The young ones laugh at them until the mist comes.

Runes wake at the stones

Trace a carving with your finger in the dark, and its rune wakes in you.

Every survivor starts the night with their own rune. Find the old rune stones in the dark and two more wake. Each rune is a card with two tracks. Its rank, I to III, is a small step in strength, bought with XP. Its tier is earned by using it, and each tier unlocks one verse of the rune's story.

Carved

Own the rune.

A torch in the hand is a hearth that walks.

Painted

Used in 10 nights.

Anna's rune. It is cut into the lantern hook by the farm door, as old as the farm.

Gilded

Used in 30 nights, plus its own deed: 5 nights without the lantern running dry.

Keep the flame fed. The mist counts every minute it is out.

No random packs. Nothing is sold for money and nothing is traded. Every card is earned by playing, alone with bots too.

Pre-alpha

In-engine captures, October 2026

Every picture on this site is a pre-alpha capture from the development build in Unreal Engine 5. The characters, the lighting and the interface are all still being worked on. Nothing here is final.

First light

First light ends the night.

PC first, on Steam. Xbox Series X|S and PlayStation 5 later, with crossplay between them.

Press

Fact sheet

Title
Mind the Mist
Genre
Asymmetric multiplayer horror
Players
1 killer and 4 survivors. Bots fill any empty seat.
Setting
The Nordic countryside, built on local folklore
Platforms
PC (Steam). Xbox Series X|S and PlayStation 5 later.
Engine
Unreal Engine 5
Status
In development, pre-alpha. All pictures are work in progress.
Contact
hello@mindthemist.com

Press kit

Screenshots in full size open from the captures above.