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Customer story

Spookseek: an AR ghost hunt tested on a real phone

A phone-camera game combines 3D ghosts, movement and haptics—and exposes the work after the first demo.

Publisher-provided view of the Spookseek mobile AR game
Replit case-study preview · original publisher image

What the source shows

The author account describes building a playable mobile AR experience and reaching TestFlight. Camera, gyroscope and rendering behavior had to work together on a device.

Supporting documentation (opens in a new tab)

What to take into your own work

Use the first playable loop as a checkpoint: find a ghost, interact, receive feedback and repeat. Device motion, performance and production builds need their own checks after the scene looks convincing.

What this does not establish

The source describes differences between development and production behavior. Timing and success are author/vendor reports, not a recipe we have reproduced.

Use the same checks on another demo.

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