apparish

See What Others Don't

The world around you is haunted. apparish turns your neighborhood into a paranormal investigation: find spirits on a living map, trap them in capture minigames, then get to know them. Every ghost is generated just for you, with its own face, voice, and unfinished business.

Free on iPhoneNow in betaReal haunted places

Invites go out in batches. No spam, just a summons.

The apparish hunt map at night: ghosts drifting between 3D buildings, with a capture ring around the player

01The Hunt

Your streets, after dark

Spirits materialize on a live 3D map of wherever you are. Some drift down your block. The rarest keep to real haunted places.

  • Haunted hotspots

    A worldwide catalog of real haunted locations. Check in for ecto, and it's the only place Legendaries appear.

  • Sealed chests

    Loot chests that unseal as you walk. Distance on foot counts in full. Driving barely moves the needle.

  • The veil has hours

    Timed events reshape the hunt all day long, and night captures pay extra.

The Veil is Thin · 10am to 7pmNightfall · +25% XPThe Witching Hour · Shades appear
Hunt map with an unidentified spirit nearby and a distance-to-capture-range meter

02The Capture

No two captures play alike

Get inside capture range and the encounter begins. Capture minigames rotate through your hunts, each tuned to the spirit's rarity. Land a Perfect and the ghost is yours with room to spare. There's a practice mode when you'd rather rehearse than risk it.

Spectral Siege minigame: a moonlit graveyard with green ectoplasm curling between gravestones

Spectral Siege

Launch stones from a spirit-powered sling and bring the haunted barricades down.

Rift Run minigame background
Rift Run
Phantom Maze minigame background
Phantom Maze
Séance Spin minigame background
Séance Spin
Cursed Cut minigame background
Cursed Cut
Phantom Pop minigame background
Phantom Pop
Haunted Spire minigame background
Haunted Spire
A séance room with a ring of lit candles on a round table
Valentino Voss, a ghostly lounge singer in a rhinestone suit, seated at a grand piano
Valentino Voss · captured spirit

03The Séance

Every ghost has a story. Ask.

Your spirits aren't trophies. Each one is generated with a personality, an era, a voice, and secrets that only come out in conversation.

  • Voice séances

    Talk out loud or type. Spirits answer in their own voice, remember what you said, and sometimes message you first.

  • Moods that matter

    Every spirit runs from serene to wrathful. Conversation and offerings keep them settled. Neglect them and they slip away.

  • Offerings and charms

    Candles, incense, a music box. Or salt and iron when you'd rather keep something out.

  • Escape and pursuit

    An escaped spirit can be claimed by other hunters. Track it down and haunt them right back.

04The Sanctuary

A haunted house to call home

Every hunter keeps a brownstone between worlds. House your spirits in rooms themed to the century they died in, decorate to their taste, and happy residents generate Essence, the currency that excavates and upgrades the house itself.

A Victorian-era sanctuary room: velvet tablecloth, oil lamps, portrait on damask wallpaper

Centuries, floor by floor

From medieval stone to modern glass, each excavated room slows mood decay for the spirits who belong there.

1400s sanctuary room
1400s
1600s sanctuary room
1600s
1900s sanctuary room
1900s
Hauntings screen: breach rival sanctuaries for essence and tribute
Leagues screen: rank progress and league tiers from Novice to Legend

05The Rivalry

Haunt thy neighbor

Other hunters are out there, and their sanctuaries are not off limits.

  • Hauntings

    Breach a rival's sanctuary, spread your haunt through their rooms, and skim the Essence they left unbanked. Then go clear whoever is haunting yours.

  • Spectral keepers

    Set a spirit to guard a real-world rift. It earns rewards while it holds, until another hunter challenges it.

  • Leagues

    Climb from Novice to Legend on seasonal leaderboards.

  • Badges

    From First Capture to Beyond the Veil. Some are easy. Some will take you all year.

06The Routine

Reasons to go back out tonight

The investigation never really closes. Fresh field assignments post daily, streaks reward showing up, and longer orders unfold chapter by chapter.

  • Field assignments

    Daily objectives across capturing, exploring, conversing, and nurturing, with XP and ecto on completion.

  • Daily tarot

    One draw a day, and a boon that bends the next 24 hours your way.

  • The Path

    Long-term orders that run deeper than the dailies. An assignment fills an evening. These take dedication, and pay like it.

Tarot cards on black velvet beside a smoking candle
Daily TarotOne draw. Choose wisely.
A lantern hanging beside a weathered gravestone in dark woods
The PathOrders for the long haul.
Investigation journal with daily field assignments like Banshee Tracking and Site Recon

The veil is thin. Step through.

Beta invites go out in batches to the waitlist, oldest first.

apparish — Real-World Ghost Hunting Game | Capture AI Spirits