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The story of Phasmophobia: How The Witcher 3 inadvertently saved the ghost-hunting game that sold 25 million copies
We travel to Phasmophobia creator Daniel Knight's house to talk near-misses, life-changing success, the film, and the game's biggest days being yet to come.
But there, in the middle of this picture, is the person who does: Daniel Knight, wearing a dog hair-covered black Phasmophobia t-shirt, brownish utility shorts, forgettable trainers and socks, looking completely at odds with surroundings around him. Phasmophobia was only on a free plan because Knight never expected more than 100 people to concurrently play the game, but within hours, possibly minutes of release, his provider had moved him onto a pay-what-you-use premium package. Watch on YouTube In preparation for this interview, I spoke to a handful of people on the Eurogamer team, and beyond, who'd spent hundreds of hours playing Phasmophobia (if you haven't seen Ian, Aoife and Zoe's many hilarious streams, then you should), and all of them said the same thing: that they'd drifted away from the game.
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