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 at bay. The fires still work.

Mind the Mist is a 1v4 horror game set in the Nordic countryside. Play as the killer, or as one of four survivors trying to escape, or last until first light. Play solo or with up to four friends, with bots filling any remaining roles.

Each night falls on one of the dates when fires were traditionally lit against the dead, and each killer has a story rooted in 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 belongs to the killer.

  • 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 keeps rising 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.

  • Your voice carries

    Proximity voice: you hear whoever is near you, and the killer hears you too. Say less when the mist is close.

  • Play solo or with friends

    Bots can fill any role, including the killer. 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.
Taken. The Surveyor carries a downed survivor into the mist. Pre-alpha

Who walks

The mist brings back the restless dead of old folk tales. Each has a home ground, and each can be held at bay if you know the old ways.

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 on midsummer night, a valley 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 to trap survivors

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 survivors join the last ghost walk of the season at an old stone keep. 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
  • You can hear her knocking inside the walls. Outside them, she moves silently
  • 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 week's stay in the lighthouse keepers' cottages 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 once had a pilot station. One of its pilots 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 year has more nights

Every night of the year when fires were once lit gets its own ground, its own killer out of a local tale, and six new runes cut in that killer's hand. Three grounds exist today. The rest are in development.

  1. Midsummer The Mist Valley The Surveyor Playable in the development build
  2. All Saints' Eve The Stone House The Chambermaid Playable in the development build
  3. An August storm The Pilot Island The Pilot Designed, not yet built
  4. The harvest moon A mill at the rapids The Fiddler Planned
  5. Yule night A fell farm in the snow The Shepherd and the Huntsman Planned
  6. Walpurgis night A sanatorium on the heath The Mare Planned
  7. Late summer A charcoal wood The Woodwife Planned
  8. Any night A copper mine The Lamp Keeper Planned

Names, dates and order can change while the game is in development.

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

The taxi answers

Three ways out of every night. None of them is easy, and one of them is late.

Every map has a ride for four, a way for one or two that takes rhythm, and a call for help that comes late. In the Mist Valley they are:

A way out for four

The farm's old estate car. It runs, 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

The rowing boat at the boathouse. The oars need a steady rhythm, and the lake is wide.

A call for help that comes late

The local taxi. The driver won't answer until 01:30; he is at another party until then. Someone still has to wait at the stop.

The circle

People from a small rural community, and the guests who came to visit.

The same cast on every map. Which four of them turn up on a night is up to the players: the farm at midsummer, the lighthouse in August, the ghost walk in October. Twelve to choose from so far, and more join the circle with each new night.

  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 still half-remember the rules. The young ones laugh, until the mist comes in.

Runes wake at the stones

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

The survivors have eleven runes between them. You start the night with one rune active. Touch the old rune stones in the dark to wake two more. Each killer has six runes of their own, cut in their own hand, and every new killer adds six more.

  • Kenaz the torch

    A torch in the hand is a hearth that walks.

  • Uruz the aurochs

    The wild ox never learned the yoke.

  • Gebo the gift

    A gift always looks for a gift in return.

  • Raidho the ride

    The road is long only for the one who stands still.

  • Ansuz the ravens

    Two ravens fly out at dawn and come home with all they saw.

  • Mannaz fellowship

    Man is the joy of man, as the old poem says.

  • Isa ice

    Ice is a bridge for the quiet and a grave for the loud.

  • Wunjo joy

    Joy is a fire no mist can reach.

  • Berkano the birch

    The birch is first to green and last to break.

  • Ehwaz the horse

    Horse and rider: two that move as one.

  • Perthro the dice cup

    The cup is shaken. Nobody sees the dice.

Cards

Each rune is a card with two separate tracks. Rank (I to III) is strength: a small step up, bought with XP. Tier (Carved, Painted, Gilded) is story: earned by using the rune, and each tier unlocks one more verse. Kenaz, the torch, at its three tiers:

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.

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.
Maps
The Mist Valley and the Stone House built; the Pilot Island designed; more nights of the year planned, each with its own killer
Killers
The Surveyor and the Chambermaid built; the Pilot designed; the Fiddler, the Shepherd, the Huntsman, the Mare, the Woodwife and the Lamp Keeper planned. Every killer can play every map.
Survivors
Twelve so far, each with a rune of their own. More join with each new night.
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