ROMMEL
HAUS
Games, films, and rooms that feel like they already happened.
FILE: STILL / ACT II
Featured Project — 2026
TBA
TBA
A first-person psychological horror game about inherited memory, and rooms that refuse to stay empty.
Who's inside the house
House Archive / Room 00Three siblings. One shared fear of quiet houses.
ROMMELHAUS started as a shared folder of unfinished ideas - bad scans, voice memos, screenshots of things we couldn't explain. Eventually, those fragments became games.
We're self-funded, independent, and slow. We ship when the thing feels right - not when it's done.
Points of Reference
The Oni
Programming / Game Design / Direction"Grew up in a house with a locked room. Never found out what was inside."
The Rabbit
Socials / Audio"Believes silence is a sound. Has strong opinions about reverb decay."
The Ogre
Design / Cinematics"References: old photographs, bad dreams, Soviet brutalism."
The name comes from a house. We'd rather not say which one.
The Rooms
Floor Plan — 202601 — Game - In Development
TBA
She came back to the house. The house had been waiting.
02 — Short Film
Pale Corridor
Seven minutes. One hallway. No explanation.
03 — Game — Prototype
Room 33
...
04 — Interactive Fiction
The Archive
A collection of things found in other people's houses.
05 — Unknown
[LOCKED]
This room is not ready for you.
06 — Game — Concept
Still Water
Something lives in the lake behind the property.
Development Log
5 entriesThe hallway takes 40ms longer to render than the other rooms.
We don't know why. We're leaving it.
Reference for Entry 7
Found this in an old forum thread about liminal spaces. The original poster deleted their account 6 hours after posting.
Sound design: the problem with footsteps
The house responds to where you've been, not where you are. We recorded forty variations of the same creak. None of them sound like a house. They all sound like the house is watching.
Something is wrong with the mirror in the upstairs bathroom.
We put it in the game three weeks ago. We can't figure out who made the asset.
New trailer rough cut
Forty seconds. No music. We tried fifteen soundtracks. Silence was right. Silence is always right.