A 1994 horror adventure that never existed. The costumes aren’t costumes.
Play Haunted Street — free, in your browser
A point-and-click horror adventure built as if a lost 1994 VGA game had been given the remaster it never got. It is Halloween night on Elm Street, the fog is sitting on this road and nowhere else, and the four neighbors you have trick-or-treated at your whole life have stopped pretending. Solve one puzzle in each house to recover a cursed relic, then carry all four to the churchyard at the head of the cul-de-sac. Right-click looks at anything, and looking is the whole game — every death is foreshadowed by something you can examine first, and a missing-child story runs underneath the whole street that you will only find if you pay attention. Three endings. Hand-authored pixel art, a bitmap interface, and an FM-synth score played live in your browser: the game loads no image, font or audio file at all.
It is Halloween night on Elm Street. Four houses, four neighbours you have known your whole life, and every one of them has stopped pretending. You start on the pavement with one candy bar in your bag.
Right-click looks at things. Use it constantly — it is free, it costs no time, it scores points, and every fatal mistake in this game has a warning available to anyone who looks before they touch. A player who examines first cannot die.
Left-click walks you to something and then acts on it. To use an item, click it in your bag so it glows, then click what you want to use it on. Click empty ground to put it away.
Each house hides one cursed relic behind one puzzle, and every solution is already visible in the room before you need it — the cross on the wall, the chime in the yard, the diary in the moonlight. Take the four relics to the churchyard gate at the head of the cul-de-sac.
Press Tab at any time to outline every interactive thing in the scene. Knowing where a thing is was never the puzzle.
The game saves itself as you go. Close the tab and CONTINUE on the title screen picks you up where you left off.
Haunted Street is a free browser-based point-and-click horror adventure, built as if a 1994 VGA game had been given a remaster it never got. You play a nine-year-old trick-or-treating on a street where the neighbours are not wearing costumes. Solve one puzzle in each of four houses to recover a cursed relic, then take all four to the churchyard.
Yes. It runs in your browser with no download, no sign-up and no install. Every pixel, sound and note in it is generated at runtime — the game loads no image, font or audio file at all.
Right-click anything, or press and hold on a touchscreen. Looking is instant, costs no time, scores points, and is where most of the story lives. Every death in this game is foreshadowed by something you can look at first.
Click an item in the bag along the bottom so it glows gold — the cursor picks it up — then click the thing you want to use it on. Click empty ground to put it away. Number keys 1–9 select a slot directly.
Yes, completely. WASD or the arrow keys walk, E interacts with whatever is nearest, Q looks at it, 1–9 select inventory slots, Tab outlines every hotspot in the scene, and Esc opens the menu.
Yes. It saves automatically as you play, and CONTINUE on the title screen picks up where you left off — including after you close the tab. A save that would ever leave you in an unwinnable state is refused rather than loaded.
About ten to fifteen minutes for the straight route, and longer if you look at things — which you should. A faster finish earns a bigger time bonus, but the largest score bonus in the game is for the ending you only reach by paying attention.
Three. One is the obvious finish. The second depends on a missing-child story told entirely through things you have to choose to examine. The third is a decision offered at the very end to a player carrying one particular object. The title screen tracks which ones you have found.
Yes. Scanlines, screen curve, phosphor glow, vignette and screen shake are all separate sliders in SETTINGS, and every one of them goes to zero. The art is drawn to stand on its own with all of them off.
It is written into the game as note data and played live through two-operator FM synthesis — the same technique a 1993 sound card used — so it responds to where you are and what is about to happen instead of looping a file. The whole soundtrack is a few hundred lines of code and no audio at all.
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