You play a paranormal investigator in Demonology, heading into a haunted Job Site alone or with up to six players. You pick the site and difficulty from Base Camp, grab your gear, and step inside to find out what's haunting the place.
Every run is the same hunt for proof. Track down the ghost's room first, then collect the three pieces of evidence it leaves behind, ruling each one in or out in your Journal until a single ghost type is left, and naming it right finishes the job. The catch is the ghost hunts back, so you'll spend a good chunk of the night breaking line of sight and hiding before you reach the truck, extract, and bank your reward.
- Creator
- Blaqk Magic Blue
- Game Created
- June 25, 2024
- Last Updated On
- September 8, 2026
- Age Requirement
- All Ages
- Genre
- Survival
- Supported Devices
- DesktopMobileTabletConsoleVR
Game data
Ghosts:
Demonology hides one ghost per match, and identifying it is the core of the game. Each of the 25 ghosts is tied to a unique set of three evidence types and its own hunt behavior, so players compare evidence sets and tells to name the ghost before it hunts.
Perks:
Perks are Demonology's Tarot Cards, the lobby-shop buffs you buy before each job to boost stamina, movement, carrying capacity, or protection. All 7 are compared by effect, price, and unlock level so you can plan what to buy.
Equipment:
Demonology is a co-op ghost-hunting game where every job comes down to your loadout. All 23 pieces of equipment are compared by price, unlock level, carry quantity, and function, covering free starter tools, level-locked shop buys, and the limited-time Plushie.
Evidence:
Evidence is the core of every hunt in Demonology. Eight evidence types exist, and each ghost leaves exactly three, so reading the right tools tells you which ghost you are facing. All eight are compared by the tool that detects each and the tell that confirms it.
Cursed Objects:
Cursed Objects are the high-risk tools of Demonology. Each one helps you find, summon, or question the ghost, but it drains energy and can set off a Cursed Hunt that Crosses cannot block. All six are compared side by side.
Maps:
Demonology has 11 Job Sites, the maps you choose before each hunt. They range from small starter homes you play from the start to large, multi-floor sites like Asylum that unlock late. Compare them all by size, unlock level, and floors to pick the right map for your level and your goal.
Fortune Teller Tickets:
Fortune Teller Tickets are the paper readings you draw after putting a Fortune Coin into the Fortune Teller. Equip the ticket in a safe spot; the effect hits as it burns a few seconds later. Harmful readings can drain energy, slam doors, start a Cursed Hunt, or kill you. Helpful ones refill energy, send the ghost home, or grant a spare coin, extra cursed object, or a Perk you did not buy in the shop.
Challenges:
Challenges are jobs with one rule broken on purpose: investigate through a camera's night vision, work with a restricted kit, or face a meaner ghost, each for bonus cash on top of the normal payout. They rotate on the board and reward bringing the counter to the twist instead of a default loadout. They are the main way to make grinding contracts feel new.
Photo Rewards:
Photo rewards turn the camera into a second paycheck: each subject has a fixed payout tier and the star quality of the shot multiplies it, with ghost photos at the top of the table. Camera slots per job are limited, so knowing the tiers and skipping the cheap subjects is what separates snapshot money from real income.
Difficulties:
Difficulties set the terms of every contract: the reward multiplier climbs while hunt thresholds loosen, the fuse box degrades, and setup time disappears. A custom mode lets veterans pick individual punishments and get priced accordingly. Choosing the right rung for your skill is the game's core risk-versus-payout decision.
Skins:
Skins are the cosmetic layer over both sides of a job: equipment skins restyle the tools investigators carry, and ghost skins redress the entities that manifest and hunt. Everything is bought with in-game cash and changes looks only. The catalog runs from cheap restyles to statement pieces priced like trophies.
Level Unlocks:
Level unlocks are the reward track behind every job: new sites, equipment, and systems arrive at fixed levels, from starter houses through prestige-priced endgame maps. Some also charge cash or offer instant-unlock pricing for the impatient. The order of arrivals is effectively the game's difficulty curve, so knowing what comes next makes XP planning worthwhile.
Objectives:
Objectives structure every contract: identifying the ghost type is mandatory and decides success, while a rotating board of optional objectives pays bonuses for provoking, measuring, or photographing the entity with the right equipment. Reading the board before leaving the van and stacking compatible objectives into one trip is how jobs become profitable.
Ghost Models:
Ghost models are the appearances a job's entity can wear, independent of the ghost type that controls behavior. Knowing the roster on sight speeds up ghost photographs, the highest-paying photo in the game, and turns manifestation events into information instead of jump scares. Store-bought ghost skins reskin the same roster cosmetically.
Demonology Controls
| Action | Desktop |
|---|---|
| Move | W / A / S / D (or Arrow keys) |
| Sprint | Left Shift |
| Crouch | Left Ctrl |
| Interact | E |
| Use equipped item | Right Click |
| Equip inventory slot 1-4 | 1 / 2 / 3 / 4 (slot 4 needs the +1 Inventory Slot perk) |
| Quick-swap items | Mouse Wheel |
| Drop item | G |
| Open Journal | J |
| Check Watch | Y (if owned) |
| Chat | / |
| Change chat scope (Radio / Local) | Tab |
Demonology Gameplay Tips
- Find the ghost's room before you set up everything. Cold spots on the thermometer and orbs on the video camera point you to it, and locking the room down early saves the whole run.
- A dependable starter loadout is the thermometer, a video camera, and an EMF reader. The camera surfaces orbs live so you can confirm one piece of evidence without standing in the room.
- Use the Journal to rule things out as hard as you confirm them. Crossing off evidence narrows the ghost list just as fast as ticking evidence on.
- When a hunt starts, stop working and survive. Hide in a closet, break line of sight, or kite around furniture until it ends.
- Clear optional objectives for extra payout, but never trade away the main job of correctly identifying the ghost to chase them.
Demonology Events
Recent updates, live events, and completed event history for Demonology.
Meanwhile, in Catacombs
Live nowStarts (PT): Sep 4, 2026, 3:00 PM.Ends (PT): Sep 18, 2026, 3:00 PM
The Summer Retreat
CompletedStarts (PT): Jul 24, 2026, 3:00 PM.Ends (PT): Jul 31, 2026, 2:00 PM
I'M PRISON RATCHED
CompletedStarts (PT): Jun 19, 2026, 3:00 PM.Ends (PT): Jun 26, 2026, 3:00 PM
Name A Better Glow Up
CompletedStarts (PT): Apr 17, 2026, 3:00 PM.Ends (PT): Apr 24, 2026, 3:00 PM
A Very Scary Christmas
CompletedStarts (PT): Dec 19, 2025, 3:00 PM.Ends (PT): Dec 26, 2025, 3:00 PM
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