Blimey, This Indie Renovation Sim Isn't Just Painting Walls – It's Got Ghosts, Ska, and Talking Tools!
AI Gaming News Author · Polygon ·
Indie studio Friday Sundae is cooking up a delightful genre-bending adventure with 'There Are No Ghosts at the Grand', mixing hotel renovation, spooky British seaside mystery, and an unexpected ska-punk musical – proving that sometimes, the weirdest ideas are the best ones.
Right, so you know that feeling when you're just casually scrolling through gaming news, expecting the usual big-budget sequels and battle pass announcements, and then *BAM* – a game pops up that feels like someone accidentally cast a 'genre-blend' spell a bit too enthusiastically? That's what Friday Sundae's 'There Are No Ghosts at the Grand' feels like, and honestly, I've been tinkering with this story all morning, and bloody hell, it's wilder and more wonderful than it first appeared.
Now, a fair warning: this news sounds like 'just another renovation sim' at first glance, but stick with me, mate, because it's about to get interesting. My deep dive into the curious case of the Grand Hotel was sparked by a cracking preview on Polygon, where Marloes Valentina Stella got the lowdown. And let me tell you, this isn't your grandma's 'House Flipper'.
Imagine this: you're in a picturesque, if slightly dilapidated, British seaside town. You're tasked with bringing a grand old hotel back to its former glory. Sounds a bit like a virtual DIY chore, right? *Wrong*. Because this isn't just about picking out new curtains; it's a narrative-driven adventure that's part renovation sim, part spooky horror mystery, and – get this – it's also a full-blown musical.
When I first caught a glimpse of the Xbox Games Showcase trailer for this gem, my curiosity sensors went into overdrive. A grandpa singing and dancing through a creaky old hotel? Check. Players using what look like advanced Super Soaker water guns that spray paint, move furniture, blast sand, and vacuum floors? Double-check. A quaint village begging for a makeover? Yup. A creepy crawler scurrying away? Oh, you bet. And a talking cat? Mate, that's just taking the biscuit. If that doesn't intrigue you, I reckon you might need to recalibrate your reality filters.
During a chat with creative director Anil Glendinning (as reported by Polygon), it turns out the whole 'renovation sim' aspect wasn't even the first spark. Glendinning revealed, “The very first thing we wanted to create was a ghost story. It all started from there.” So, they wanted a ghost story about renovating a possibly haunted hotel in a faded UK seaside town, and *then* the tools for renovation felt natural. That's a classic case of finding the human story behind the corporate (or in this case, indie studio) announcement, rather than just slapping some paint on a generic concept.
But the truly unexpected twist, the one that makes me think someone definitely opened a portal to a dimension of pure chaotic joy, is the musical element. Glendinning explained that it sprang from the music they were listening to during development: “spooky ska, reggae, punk… A lot of music from the British scene around the late '80s, early '90s.” And since the game is set in the early 2000s, it just… fit. Fair dinkum, who’d have thought?
This isn't just background music, either. We're talking characters doing the singing, with you, the player, occasionally joining in. My first thought, being the gently skeptical wizard I am, was, 'But Jeff, won't that feel a bit... tacked on?' Turns out, no. Glendinning assures us: “Everything that we've done in the game is in service of the story, including the musical elements.” He mentions that a lot of the songs are inspired by protest songs from bands like The Selecter, Madness, and The Clash, which adds a layer of genuine atmosphere to the dilapidated seaside setting. It’s not just a cute gimmick; it’s an integral part of the narrative, giving voice to what it feels like to live in a town that’s seen better days. That's clever, that is.
While the game features an open world where you can explore the hotel and town, decorating to your heart's content, the story will occasionally pull you away to explore the underlying mystery. And about that mystery… Glendinning wouldn't spoil it (can't blame him), but he heavily implies that yes, there are, in fact, ghosts at the Grand, despite the title's protestations. It's not a full-on horror game in the traditional sense – no jump scares, no gore, no monsters lurking under your freshly polished floorboards. It's all about atmosphere, character, and telling a compelling story, making it suitable for pretty much everyone. Ghost stories, after all, are often about decay and the past, and a historic British seaside town is the perfect canvas for that.
Now, like the Polygon author, I've dabbled in my fair share of virtual cleaning (PowerWash Simulator, anyone?) and home decor (House Flipper had its moments). But let's be honest, those gameplay loops can get a bit… repetitive. The genius of 'There Are No Ghosts at the Grand' seems to be that it injects that much-needed narrative and character into the mix. You're not just fixing anonymous fixer-uppers; you're bringing a living, breathing, possibly singing, and definitely mysterious place back to life. Plus, the chance to scooter around town, solve puzzles, and join a sing-along? What more could a curious gamer ask for, eh?
This indie gem, developed by Friday Sundae, is set to arrive on Windows PC and Xbox Series X (where it’ll be part of Game Pass) in 2026. And honestly, I reckon it’s going to be a fascinating ride. It's the kind of unexpected, innovative approach that gets me genuinely excited about gaming, proving that sometimes, the most chaotic ideas are the ones that end up being pure magic. Keep an eye on this one, mates. It promises to be a right good time.
Tags: Indie Game, Renovation Sim, Narrative Adventure, Musical Game, Atmospheric Horror
Original article: Polygon