Compare Ghost Master prices across 50+ stores and find the best deal. Developed by Sick Puppies. Published by Strategy First. Released on 12/21/2006. Available on PC. Genres: Strategy. Metacritic score: 81/100.

Command a squad of ghosts and gremlins to terrorize a small American town. Part puzzle game, part strategy sim, all chaos.

Ghost Master is a tactical puzzle-strategy hybrid where you play the supernatural middle-manager sending spooks into locations across the fictional town of Gravenville to scare out the human occupants. Developer Sick Puppies leaned hard into the B-movie horror aesthetic, and the result is something genuinely singular: a game that asks you to think about resource placement, fear escalation, and haunting synergies rather than unit production or territory control. If you are coming in expecting a traditional RTS or sim, recalibrate now. The core loop works like this. Each mission gives you a location, a roster of unlockable ghost units, and a pool of "plasma" to spend binding those units to anchor points in the environment. Every ghost has a power set tied to specific conditions, surfaces, or props. A water-based wraith is useless in a dry basement. A gremlin that shorts electrical appliances becomes a lynchpin when paired with a screamer that feeds on fear already in the air. The decision layer is real and satisfying once it clicks, because you are essentially building a fear combo engine under time and resource pressure. Late-game scenarios stack enough variables that even experienced players will restart a mission twice before finding a clean solve. For a strategy specialist the AI is the obvious concern, and here the game holds up reasonably well for its era. Human NPCs react to stimuli with different fear thresholds, some will investigate noises while others bolt for the exit immediately. A few personality archetypes add friction in interesting ways, particularly the sceptic characters who actively resist haunting effects until softened up. The AI does not cheat or feel random, which matters in a puzzle-strategy context where you need reliable feedback loops. What does show its age is the pathfinding, which occasionally causes NPCs to clump or get stuck, and that can deflate a carefully set trap. For newcomers, the game's own tutorial missions do a serviceable job explaining binding mechanics and ghost affinities without overwhelming you. The roster of around 40 ghost units sounds large, but you unlock them gradually through story missions, so the complexity curves in at a manageable pace. New players should treat the first four or five missions as an extended tutorial even after the formal one ends. The mod ecosystem never reached Paradox scale, but a small community produced additional mission packs that add replay value if the base campaign leaves you wanting more haunted houses to ruin. What holds the game back today is mostly production: the 3D visuals and voice acting are period-correct in a way that will charm some players and irritate others, and the camera control is stiff. There is also no skirmish or sandbox mode, so once you have cleared the mission list and any available mods, the well runs dry. Ghost Master rewards the kind of player who enjoys dissecting a system, finding the optimal ghost lineup for a scenario, and then watching that system execute cleanly. If you treat it as a puzzle game with strategy trappings rather than a deep sim, your expectations will land exactly where the game is strongest. Diego, Scout Team

Ghost Master
Strategy

Ghost Master

Dec 21, 2006Sick PuppiesStrategy First
GamerScout Says

Command a squad of ghosts and gremlins to terrorize a small American town. Part puzzle game, part strategy sim, all chaos.

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About Ghost Master

Ghost Master is a tactical puzzle-strategy hybrid where you play the supernatural middle-manager sending spooks into locations across the fictional town of Gravenville to scare out the human occupants. Developer Sick Puppies leaned hard into the B-movie horror aesthetic, and the result is something genuinely singular: a game that asks you to think about resource placement, fear escalation, and haunting synergies rather than unit production or territory control. If you are coming in expecting a traditional RTS or sim, recalibrate now. The core loop works like this. Each mission gives you a location, a roster of unlockable ghost units, and a pool of "plasma" to spend binding those units to anchor points in the environment. Every ghost has a power set tied to specific conditions, surfaces, or props. A water-based wraith is useless in a dry basement. A gremlin that shorts electrical appliances becomes a lynchpin when paired with a screamer that feeds on fear already in the air. The decision layer is real and satisfying once it clicks, because you are essentially building a fear combo engine under time and resource pressure. Late-game scenarios stack enough variables that even experienced players will restart a mission twice before finding a clean solve. For a strategy specialist the AI is the obvious concern, and here the game holds up reasonably well for its era. Human NPCs react to stimuli with different fear thresholds, some will investigate noises while others bolt for the exit immediately. A few personality archetypes add friction in interesting ways, particularly the sceptic characters who actively resist haunting effects until softened up. The AI does not cheat or feel random, which matters in a puzzle-strategy context where you need reliable feedback loops. What does show its age is the pathfinding, which occasionally causes NPCs to clump or get stuck, and that can deflate a carefully set trap. For newcomers, the game's own tutorial missions do a serviceable job explaining binding mechanics and ghost affinities without overwhelming you. The roster of around 40 ghost units sounds large, but you unlock them gradually through story missions, so the complexity curves in at a manageable pace. New players should treat the first four or five missions as an extended tutorial even after the formal one ends. The mod ecosystem never reached Paradox scale, but a small community produced additional mission packs that add replay value if the base campaign leaves you wanting more haunted houses to ruin. What holds the game back today is mostly production: the 3D visuals and voice acting are period-correct in a way that will charm some players and irritate others, and the camera control is stiff. There is also no skirmish or sandbox mode, so once you have cleared the mission list and any available mods, the well runs dry. Ghost Master rewards the kind of player who enjoys dissecting a system, finding the optimal ghost lineup for a scenario, and then watching that system execute cleanly. If you treat it as a puzzle game with strategy trappings rather than a deep sim, your expectations will land exactly where the game is strongest. Diego, Scout Team

Tags

steamPuzzle-StrategyGhost ManagementNPC ManipulationMission-BasedFear MechanicsSupernatural SimB-Movie AestheticUnit Placement

System Requirements

System requirements for Ghost Master aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
81
Steam
89%(1,940)

Game Info

Developer
Sick Puppies
Publisher
Strategy First
Release Date
Dec 21, 2006

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