Enemy
Ghost
Updated:
Translucent floating entity added in the 6/26 patch — drains sanity continuously while present, even when invisible.
Overview
Ghost is the freshest entity in the live game — pushed in the 6/26/26 update and absent from the main Fandom navigation, so most peer wikis are still catching up. It manifests as a translucent floating figure with stitched lips, weeping black tears, and a long ghost tail. The look is unmistakable when visible, but the catch is that it goes invisible the moment a player approaches, which is when most of its damage actually happens.
The sanity bleed is the entire point of the encounter. Ghost ticks down 2 sanity per second while it's in your room, visible or not, and visibility flips based on player proximity. Two reliable audio cues help: a wispy whoosh signals it's near, and a small 'poof' marks it departing. Doors that swing on their own are a third tell — Ghost can open and close them while drifting.
Video Guide
Key Mechanics
Drifts through corridors at random. Becomes invisible the moment a player approaches and continues to drain sanity from anyone in the room. Can autonomously open and close doors. Departs on its own after a stretch with a 'poof' sound.Pros & Cons
Pros
- ✓ Self-departs after a stretch if you stay clear — pure avoidance is a valid win condition
- ✓ Fire Extinguisher exposes the invisible position without killing it, useful when weapons are dry
- ✓ Distinct audio cues (wispy whoosh, poof) make presence easy to track even when invisible
Cons
- ✗ Sanity drains at -2/sec for the entire time it occupies your room — long encounters compound fast
- ✗ Goes invisible on approach, so you can't visually confirm position once you commit
- ✗ Door manipulation can fake out staff into thinking another threat is opening admit/exit doors
At a Glance
At a Glance
- Sanity damage
- medium
- Where it appears
- halls
How to Handle
First, listen. The wispy audio cue is your reliable proximity indicator — if you hear it without seeing anything, Ghost is already in your room and the sanity tick has started. Decide quickly whether you're killing it or evading it.
For the kill: equip a Taser or Gun, approach the last-seen position from behind, and fire. Ghost turns invisible on approach, so you may need to rely on the door-movement cue and the audio direction to triangulate. The taser is generally safer because it has shorter aim time. If you don't have a weapon ready, hit the area with the Fire Extinguisher — the spray temporarily exposes the figure without damaging it, which is enough for a coordinated teammate to land the kill.
For evasion: leave the affected room and let the per-second drain stop. The poof audio confirms departure. While the encounter is active, do non-room tasks (intake admin, supply runs) until it self-clears. This is the lowest-sanity option when weapons are unavailable or when other emergencies are demanding attention.
Patch History
Added in the 2026-06-26 patch as a brand-new enemy type. Distinct from the existing Shadow Figure and Black Bunny — Ghost is the only enemy currently documented that goes invisible on approach and damages while invisible. No follow-up balance changes yet.
Best Class Pairings
Frequently Asked Questions
- In the June 26, 2026 update. It's the newest enemy in the live game as of this writing and is not yet in the main Fandom enemies navigation.
- The sanity drain is proximity-based, not visual. It ticks down 2 sanity per second from any player in the affected room whether the figure is visible or invisible at that moment.
- Listen for the wispy audio cue (it tracks Ghost's location), watch for doors opening or closing on their own, or spray a Fire Extinguisher into the area to temporarily expose the figure.
- Taser and Gun both kill it. Fire Extinguisher only reveals position — it doesn't damage the entity but is useful when you need a coordinated kill.
- Yes. Ghost departs on its own after an extended stretch — you'll hear a 'poof' sound when it leaves. The trade-off is the continuous -2/sec sanity drain for the duration.
- Ghost can manipulate doors independently as part of its drifting behaviour. If you see autonomous door movement with no other staff nearby, treat it as a Ghost location indicator.
- Because it was just added, encounter rates aren't fully documented yet. Community footage suggests it's in the regular shift rotation rather than a special-event enemy.
- Security and Secret Agent — both start with weapon access (Taser/Gun) and benefit most from kill-then-clear over the avoidance loop.