Fri. Nov 14th, 2025

Unveiling “There Are No Ghosts at the Grand”: A Unique Musical Mystery Adventure

“There Are No Ghosts at the Grand” is a captivating first-person adventure game focused on narrative and mystery, developed by Friday Sundae. This debut project from the studio, showcased as a demo at Gamescom, offers an intriguing blend of ghost story, musical gameplay, and renovation simulation. At its core, the game revolves around a spooky yet accessible ghost narrative set in a charming seaside town.

Players step into the shoes of Chris David, who inherits the dilapidated Grand Hotel on the English coast. Initially tasked solely with restoration, Chris soon finds himself drawn into unraveling a deeper mystery that envelops both the hotel and its inhabitants.

The Grand hotel, a large, old building by the sea.
The Grand Hotel, awaiting renovation and secrets.

The demo provided a glimpse into the unique renovation mechanics. Players utilize a versatile multi-tool equipped with an witty Scottish AI assistant named Robert C. MacBrushy. His humorous commentary is designed to lighten the renovation process and balance the increasing tension as “The Grand” becomes truly eerie at night.

During daytime, the focus shifts to renovation work. Chris`s handheld device includes tools like a sandblaster, power sprayer, turbo vacuum, and a furnisher. Anil Glendinning, Friday Sundae`s Creative Director, demonstrated that each tool features three modes unlocked through progression. The demo highlighted the ease of using the turbo vacuum for debris cleanup and the intuitive nature of the sprayer, which automatically recognized wall surfaces, allowing players to focus on creativity rather than precision.

As night falls, the seaside town transforms, becoming strange and unsettling. A notable example involves Chris`s attempt to assist the mayor, leading him stranded on an island where red chairs spontaneously animate and morph into spider-like monsters. This escalates into a dynamic chase scene and a first-person shooter moment, as Chris`s renovation multi-tool ingeniously converts into a weapon.

Creatures made of red chairs with spider-like legs in a dark environment.
The unsettling spider-chair-monsters.

“There`s no gore or distressing horror elements in the game. It doesn`t need them to tell the story we want. And that story is about people and family, and how some of those things can manifest in life.”

– Anil Glendinning, Creative Director at Friday Sundae

One of the game`s most distinctive features is its musical aspect. During the preview, the town mayor conveyed her sentiments towards Chris and his hotel renovation plans through a musical number. Players are given dialogue options, and Chris will respond in song. These interactive musical scenes recur with other characters throughout the narrative.

According to Glendinning, the musical elements were not part of the initial concept but were integrated early in development. Inspired by the decaying seaside towns of the UK, the development team “heard an internal soundtrack,” which naturally led to the evolution of musical dialogue.

These musical interactions are just one facet of the game`s branching narrative. Multiple endings can be achieved, influenced by both your dialogue choices and the amount of information gathered about the town and its residents through exploration and clue discovery.

“There Are No Ghosts at the Grand” extends beyond the hotel itself. Players gain access to explore various parts of the coastal village, including a moped ride through town and a mission to repair a boat for a journey to a mysterious island featuring a World War II bunker.

Mr. Bones the cat talking to Robert C. MacBrushy, the AI assistant.
Mr. Bones, the talking cat, interacting with Robert C. MacBrushy.

Among the few introduced characters, Mr. Bones, a cat, stands out. Appearing as a normal feline during the day, he gains the ability to speak with an Australian accent at night. His story likely forms part of the overarching mystery. And yes, you can pet the cat!

Glendinning also confirmed that players can skip certain game sections. “We believe in allowing players to progress through the story,” he stated. “If a puzzle is too difficult, you can definitely skip it.” This also enhances replayability, enabling quicker progression through familiar scenes and puzzles in subsequent playthroughs.

This early glimpse into the game certainly captured my interest, appealing to anyone who appreciates musicals and a good mystery. The town exudes both coziness and enigma, and characters like Mr. Bones and Robert C. MacBrushy infuse the game with distinct personality, leaving me eager to play and uncover the secrets of “There Are No Ghosts at the Grand.”

Players will be able to renovate the hotel and delve into its mystery in 2026, as “There Are No Ghosts at the Grand” is set to launch on Xbox Series X|S and PC, and will be available day one with Xbox Game Pass.

By Cedric Ravencroft

A Leeds-based gaming journalist with nine years of experience in the industry. Started covering local gaming tournaments before expanding into national gaming news coverage. Specializes in PC gaming developments and indie game discoveries across the UK. His analytical approach to gaming trends and developer spotlights has earned him recognition among both gamers and industry insiders throughout England

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