WRONG Footsteps in Phasmophobia EXPLAINED



Ever wondered why ghosts in Phasmophobia do double footsteps or even make longer pauses in between footsteps? This video will show you why so you are getting better at telling ghost speeds.

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35 thoughts on “WRONG Footsteps in Phasmophobia EXPLAINED”

  1. Actually, I've never really heard them, because when I listen to footsteps, I'm just doing the rhythm of the ghost in my head to have a clearer picture of what ghost it is (normal speed/faster/slower), and I completely ignore those fake footsteps.

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  2. People get tricked by these? xD I thought it was very obvious that it sounded wrong, or as in, a bugged footstep. I guess in this case, it's the ghost switching waypoint. I always just ignored this, and wait for consistent rhythmic footsteps to analyze the ghost speed.

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  3. Footsteps never are a problem for me. Worst thing are the "random" sounds, that sound like a keg or punchung the boxes, but are just like ambience.
    Can't pick out why and what they are but always bait me into wrong directions.
    Maybe would be nice to have a guide at some time what sounds are evidence and what is just "ambient" noice.

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  4. I never noticed it before, but based on hearing it in this video, my first thought of it was an animation reset, perhaps because of the waypoint issue you mentioned.

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  5. huh? people needed a video to figure that one out? I guess not everyone's gonna think of that, but if its just something that happens seemingly random like that, that should give the clue.

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  6. I have been tricked by the footstep noises on multiple occasions, usually a double or triple footstep making me think it's much faster than it normally is, then slows down and makes me think a ghost like Hauntu or a Raiju that just moved away from equipment. This is super good info to know, thank you!

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  7. Yeh I just thought it was the sound of the ghost turning around quickly after taking a step, so the waypoint thing makes a lot of sense. Never did bamboozle me though 🙂 I'd just wait to hear it walk a long distance.

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  8. I've always instinctively ignored double and triple footsteps and just paid attention to the ghosts' general speed. I had assumed those were the ghosts turning around or starting to go up or down the stairs.

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  9. seems to me like the footstep sounds seem to be when the pathing of the ghost changes like when it enters a room. Also seems to be tied to when a ghost changes what type of flooring its on, like going from carpet to hardwood/concrete/stairs. maybe there's something with the sound file that it has trouble changing over which audio is playing like if it hasn't hit the end of the audio cue of carpet and it walks on wood then it will play out the end of one before changing over. or the pause is like it hit the end but knows its changing rooms so holds the audio to see which it needs to load.

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  10. A few times now, been some real interesting bugs since the VR update. I believe there was/is (?) an issue with menu pausing the game, but it does not really do so. As well as the sound issues from basement in at least Tanglewood. Hopefully the next big content patch starts sorting things.

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