Ghostbusters: Spirits Unleashedis an asymmetrical multiplayer game where players can either step into the slime-covered shoes of the Busters to hunt down ghosts or haunt buildings and civilians as one of its many ghosts, including some iconic recent additions from the movies.Ghostbusters: Spirits Unleashedwas first released in October 2022 and has since released two free DLC updates for players to enjoy and with more to come in a quarterly update system.
In a recent interview with Game Rant, Jordan Mathewson, Design Director at IllFonic, spoke more about its 2nd free DLC update released on June 10, 2025, just a few months sinceGhostbusters Spirits Unleashed’s first DLC release, and how the community is enjoying the recent additions. Additionally, although nothing specific was revealed about future DLC updates, Mathewson did tease there are things coming that the community is likely to enjoy. Sophia Leader, Audio Director at IllFonic, also spoke more about the game’s sound design and how it utilizes iconic sounds from theGhostbustersmovies.The following transcript has been edited for clarity and brevity.

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Q:What’s been your favorite part of the game so far, either from the base game and/or from the free DLC updates?
Mathewson: It’s difficult to pick just one thing, but I think I would have to go with theGhost’s possession ability, specifically when possessing things like the starfish or trash bag. The sounds, movements, and animations all come together so well to create some of my favorite in-game interactions. The amount of laugh-out-loud moments it can produce is just so enjoyable to experience, especially woven into all the other chaotic gameplay. Nothing can quite match the feeling of seeing someone exhibit genuine enjoyment from playing a game you’ve worked on, and that system always nails it.

Q: Could you tell us more about how you created thegame’s sound design?
Leader: We tried to record as many of the sounds as possible in the game from scratch in foley studios, on location, and in our home studios including possessable sounds, character foley, and ambiance/ haunting sounds. A large area we focused on making bespoke is the ghost voices which we spent a while designing briefs for in personality, tonality, and texture, which were then recorded by amazing voice actors and furthered in post with various layering and processing.

However, conversely, for some of the gear, we were lucky enough to have access to the movie sounds, so we could analyze these in isolation to either layer or replicate. It was a lot of fun picking these sounds apart and recreating them in a way that works with a game format, thinking about things like proximity, longevity, variation, and a dynamic sound mix whilst also making sure that we paid homage to theseiconic sounds.
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Q: Why did you choose the S.Y.C courthouse as the new map for the 2nd DLC update and were there any other locations considered?
Mathewson: When choosing this new map location, we needed to pick a place that checked some fairly specific boxes. To start, this location must allow for a unique layout that fits our gameplay, giving players a fresh approach that differentiates its feel from other maps. It was also important that we find something that fits the vibe of where Ghostbusters would be called to on jobs.

This time around S.C.Y. Courthouse fit the bill, especially since it gave a nice clean, sturdy style compared to the previous Facility location. While not all of our locations are found in the movies, it’s always nice to do something that harkens back to classic scenes. We are always considering multiple locations as this is not our last DLC, but you will have to wait and see what comes next!
Q:Why did you choose the terror sentinel possessor ghost for the 2nd DLC and were there any other ghosts from the franchise you considered?

Mathewson: We wanted to do another one of the prominent movie ghosts that introduced a unique gameplay element, and what better Ghost type than that ofZuul and Clortho. The choice made sense and gave us the opportunity to focus in on advanced human possession. The idea of expanding possession a bit was extremely exciting, but also a tough challenge technically, but we were ready for that challenge.
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We knew that we wanted to give the player the ability to control Civilians and players with powers like we see in their on-screen appearances, while also balancing it into our gameplay. In the end, I feel we hit the right chord, while additionally adding some fun abilities to further increase the Ghost variety. And much like the previous question, we are always considering multiple ghosts, but you will have to wait and see what’s in store for future DLC.
Q:The new tough Possessor has some fantastic unique ghost abilities, like setting traps and allowing players to control characters they possess, including busters and civilians. How do you think this new ghost is impacting the gameplay for players so far?

Mathewson: This is always such a scary thing because it is a very different Ghost with unique traits that could be difficult to fit into an existing game. I feel the changes from the possessor have provided a taste of something more challenging for players that exhibits a new style of ghost to contend with.
The entire team is still monitoring over the course of time to gauge how it is being settled into, but overall I am extremely happy with how it has impacted the game! I feel the Drudges being added alongside helped solidify its implementation, as other balancing elements could be tweaked at the same time to best level the playing field properly.
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Q:What do you think the addition of Drudges has added for players?
Mathewson: This was one of the things I was most excited about for this DLC. We had discussed Drudges for a while, but just never had the chance to get them in properly. Since this was the opportunity, we went all out to make these little guys super fun and impactful. For the Ghost, they add helpers who provide additional protection, misdirection, and haunting, giving the Ghost a better opportunity to evade and plan their attack.
For the Busters, it’s something to add to the job loop, giving you more interesting lull periods between ghost encounters, feeding a fun swelling and pop sound while training on theparticle thrower tethering mechanics. Additionally, it has changed the engagement of rift encounters to further incentivize planning and teamwork, which creates even better moments.
Q:What do you think the community enjoys most about the game, and have you noticed whether hunting or haunting is more popular?
Mathewson: This community has been so awesome! The community is really eclectic too, which is so fun. That means that everyone enjoys it for different reasons. We have families playing together since we were able to make a fun game for E10+.
We have diehardGhostbustersfans who are teaming up with their friends to bust some Ghosts. And then we have some mischief-makers who are dropping in and haunting everything they can. As a designer, it has been enjoyable and educational to watch how everyone plays this game differently. I can also say looking at our backend analytics it is pretty split on Ghosts and Ghostbusters.
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Q: Some players in the community are asking for new game modes, more ghosts from the movies, or other types of ghost encounters. What plans might you have for future DLC and how likely are new game modes?
Mathewson: While I would love to share all sorts of future plans with the community, I know I cannot at this time. But we have so much fun stuff coming!
Q:The second DLC has added more new Buster character customization options. Have you any plans to add more ghost customization options in the future?
Mathewson: I have to defer again to the same answer. I hope everyone has been having fun with the Real Ghostbusters and prior customization options. I have seen so many amazing community creations fromMario Brosto Marty McFly and Doc. I am blown away with what everyone comes up with!
Q:What plans might you have to continue the main story now players are fully qualified buster, and how likely is it that Nameless will escape that jar?
Mathewson: I have to stick with my prior answer for future plans. But I think I can safely say the community will not be disappointed.
Q:Ghostbusters: Spirits Unleashedis approaching its 1-year anniversary in October. Have you any special plans to celebrate this, in or out of the game?
Mathewson:I can only say yes and keep an eye on our socials, community channels, and website.
Q:Is there anything else you’d like to add?
Mathewson:It has been such an honor working on this game. It really has been a dream come true. The community’s dedication and passion for the game andtheGhostbustersfranchisehas been truly inspiring. Hearing their feedback as we shape and mold the game through these free updates has been extremely helpful and enlightening. We are very excited for the future DLCs and look forward to seeing everyone’s reactions to things to come, both with new content and improvements.
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Ghostbusters: Spirits Unleashedis available now for PC, PS4, PS5, Xbox One, and Xbox Series X.