Friday Sundae presents its inaugural title, “There Are No Ghosts at the Grand,” a first-person narrative mystery that seamlessly blends elements of a light-hearted ghost story, a charming musical, and an engaging renovation simulation. A captivating demo was recently showcased at Gamescom, revealing its unique combination of gameplay mechanics. The core ghost narrative is thoughtfully designed to be approachable and enjoyable for all players.
In this intriguing game, players assume the role of Chris David, who unexpectedly inherits “The Grand,” a once-magnificent hotel now in a state of disrepair along the picturesque English coast. What initially begins as a straightforward task of restoring the dilapidated hotel gradually transforms into a deeper quest. Chris finds himself drawn into unraveling an enigmatic mystery that permeates the town and its quirky inhabitants.

The early demo prominently featured the game`s distinctive hotel renovation mechanics. Players utilize a quirky, multi-functional handheld device equipped with talking power tools. This tool integrates a Scottish AI assistant named Robert C. MacBrushy, whose humorous commentary provides entertaining company during the renovation process. His witty remarks promise to effectively balance the more tense elements of the game, as “There Are No Ghosts at the Grand” takes on a distinctly spooky atmosphere when night falls.
During daylight hours, gameplay primarily focuses on the restoration work. The versatile handheld device offers a selection of tools, including a sandblaster, power sprayer, turbo vacuum, and a furnisher. Anil Glendinning, Friday Sundae`s creative director and co-founder, who presented the demo, confirmed that each power tool type features three different modes, which unlock progressively as players advance through the game. The demo showcased the efficiency of the device`s turbo vacuum for debris removal and the intuitive nature of the sprayer mechanic for painting walls. Glendinning emphasized that the game was designed to prioritize enjoyable renovation without demanding excessive precision. With simple gestures of the sprayer, the game intelligently applies paint only to the designated wall surface, seamlessly ignoring surrounding furniture and existing decor.
As nighttime descends, the quaint town takes on an unsettling and bizarre quality. A memorable example from the demo occurred when Chris`s efforts to assist the mayor led him to become stranded on an island. This event marks what appears to be Chris`s first encounter with the town`s supernatural dangers. Stepping outside during a nighttime segment of the demo, he found himself surrounded by numerous red chairs that swiftly transformed into grotesque, spider-like chair-monsters. This escalating scare culminated in a thrilling chase sequence and a first-person shooter moment, where the versatile renovation multi-tool ingeniously transformed into a weapon, allowing Chris to fire back at the creepy chair-monsters.
Glendinning clarified the game`s intended tone, stating, “We categorize the game as spooky, but it deliberately avoids gore or overtly distressing horror elements.” He elaborated on this creative choice: “It doesn`t need such elements to convey the story we wish to tell. That narrative centers on people and family, and it explores how those dynamics can manifest in the fabric of life itself.”







Adding significantly to its originality, “There Are No Ghosts at the Grand” is also a musical in its own right. Our preview provided an introduction to the town`s mayor, who conveyed her sentiments regarding Chris and his hotel renovation plans through a full musical number. During these special scenes, players are given the opportunity to choose how they wish to respond to the characters, and Chris will express his reply through song. These interactive musical moments are set to occur with various other characters Chris encounters throughout his journey.
Glendinning revealed that the musical aspect was not part of the game`s initial concept but was integrated relatively early in the development process. He explained that the team`s primary goal from the very beginning was to create a compelling ghost story, drawing inspiration from the often dilapidated seaside towns and boarded-up shops found across the United Kingdom. As they developed the narrative and wrote dialogue, an “internal soundtrack” began to form within their minds, and as they set this dialogue to music, the distinctive musical conversations naturally evolved from that creative synergy.
These engaging musical interactions represent just one facet of the game`s branching narrative opportunities. Players will also encounter multiple possible endings, influenced not only by their non-musical interactions with the town folk but also by the amount of information they uncover about the town and its residents through exploration and clue discovery.
The game world of “There Are No Ghosts at the Grand” extends well beyond the confines of the hotel itself, granting players access to explore various intriguing parts of the seaside village. We witnessed a segment of a mission that began with Chris embarking on a moped ride through the charming town. The mission eventually tasked him with repairing a boat, preparing for a journey to a haunted island that concealed a mysterious World War II bunker.

While the demo introduced only a few characters, a standout was Mr. Bones, a feline companion who frequently lurks around the hotel and accompanies Chris on some of his adventures. During daylight hours, Mr. Bones appears to be just a normal cat, but remarkably, at night he gains the ability to converse with Chris, speaking with a distinct Australian accent. It is highly probable that his unique story will form a significant part of the overarching mystery players will need to uncover. And for all the animal lovers out there, rest assured: the preview confirmed that petting the cat is indeed an option!
Glendinning also confirmed that players would have the option to skip various parts of the game. He stated, “We are firm believers in empowering players to progress through the story at their own pace.” He added, “If a puzzle proves too difficult or time-consuming, you can certainly skip it to continue your adventure.”
This convenient skip feature significantly enhances the game`s replayability. Players can quickly advance through subsequent playthroughs by bypassing scenes and puzzles they have already experienced, allowing them to explore different narrative branches or endings more efficiently.
As someone who deeply appreciates both musicals and well-crafted mysteries, this early preview thoroughly captivated my interest. The game`s seaside town setting evokes a cozy yet profoundly mysterious atmosphere. Characters like the witty Robert C. MacBrushy and the enigmatic Mr. Bones infuse the game with an abundance of personality and charm, leaving me eagerly anticipating the full release to play and unravel all the hidden secrets of “There Are No Ghosts at the Grand.”
Players can look forward to diving into this unique renovation-mystery next year, as “There Are No Ghosts at the Grand” is slated for release on Xbox Series X|S and PC in 2026. Furthermore, it will be available on day one with Xbox Game Pass, making it easily accessible to a wide audience.

