Daedalic at Gamescom 2026: Ghost Haunting, Hordeguard and Star Trek’s Q Trials

Ghost Haunting Brings Classic Point and Click Design Back to Life

During our meeting with Daedalic at Gamescom 2026, the first game presented to us was Ghost Haunting, a handcrafted 2D point and click adventure developed by Cologne based studio Creative Monkeys. We did not play the game ourselves during the meeting, but the presentation provided a detailed look at its story, visual direction and accessibility systems. The project is heavily inspired by the LucasArts adventure games of the 1990s, combining low resolution pixel art, linear storytelling, environmental puzzles, item combinations and conversations with strange characters. The developers want the game to look like something from the classic era while still benefiting from three decades of improvements in game design. Every pixel has reportedly been created and adjusted by hand, reinforcing the feeling that this is a carefully produced adventure rather than a quick attempt to imitate retro graphics.

The story follows Gigi, an unpredictable eight and a half year old girl whose grandmother was the only person who truly understood her. After her grandmother dies, Gigi is not given a proper explanation of what happened and assumes that she has simply travelled to the realm of the dead. She later discovers Baron Butternut, a demon trapped inside a talking pumpkin, as well as the truth about her grandfather’s secret work hunting ghosts and monsters. Gigi decides that if spirits can travel from the realm of the dead into the world of the living, she should be able to make the same journey in reverse and bring her grandmother home. Despite the subject of death, the game is built around absurd comedy, including a toilet dwelling goblin, an organisation of verified vegan vampires and a suspicious character named Dr. Calligraphy. The adventure is set in Germany’s Eifel region, with forests, castles, legends and real locations used to give the fictional world a strong local identity.

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Asetek Virtual Button Box Hands On at Gamescom 2026: The Touchscreen Feature That Made Sim Racing Feel More Natural

Gamescom is usually full of products fighting for attention with bigger screens, stronger motors and increasingly complicated specifications, but one of the sim racing ideas that stayed with me after Gamescom 2026 was surprisingly simple. During my time with Asetek Racing, I had the opportunity to experience its Virtual Button Box as part of a complete racing setup, and what impressed me was not a single headline specification. It was how naturally everything worked together once I was actually racing. The steering wheel felt comfortable in my hands, the feedback from the simulator made the car feel far more physical than I expected, and having interactive controls directly in the center of the wheel meant I could manage different functions without feeling like I was operating a collection of separate peripherals. For me, that combination made the experience feel much closer to sitting inside a purpose-built racing cockpit than simply playing a racing game with expensive hardware.

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