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

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








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.

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





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.



The veil is thin. Step through.
Beta invites go out in batches to the waitlist, oldest first.