Phasmophobia

Phasmophobia's horror lands hardest when ghost events arrive on time. PingAim gives your PC a second connection to reach the Photon relay node with less jitter — so hunts don't stutter and evidence stays in sync.

Co-Op Investigation Kinetic Games, 2020

Does PingAim Help in Phasmophobia?

No anti-cheat — fully compatible with PingAim
  • Anti-cheatNone
  • ProtocolUDP
  • ConnectionDedicated
  • HostingPhoton Engine (Exit Games) — P…
  • EngineUnity
  • NATModerate
  • LauncherSteam
  • Install size15 GB

Why ping matters in Phasmophobia

Latency sensitivity Medium

Ping matters but is not the dominant factor.

Phasmophobia is a co-op investigation game, not a twitch-reflex shooter. Ghost events, evidence gathering, and equipment readings are the core interactions — none require sub-50ms precision. However, the game is sensitive to ping in specific ways: ghost attacks and hunt sequences involve real-time player movement and door interactions that feel sluggish above 150ms. The most painful latency symptom is the host-dependency of ghost AI: all ghost behavior runs on the Master Client's machine, and if the host has high ping or packet loss, ghost events (orb appearances, footsteps, EMF spikes) arrive late for all other players. Jitter causes ghost hunting behavior to stutter. For a comfortable experience, keeping below 100ms to the Photon relay node is recommended.

About Phasmophobiabackground, studio, esports scene

Phasmophobia is a 1–4 player online co-op psychological horror game developed and published by solo developer Kinetic Games, released on Steam Early Access on September 18, 2020. Players take on the role of paranormal investigators tasked with identifying the type of ghost haunting a location using a collection of equipment — EMF readers, spirit boxes, UV torches, and more. Each round takes place on one of several hand-crafted maps, ranging from small houses to large asylums, with over 20 distinct ghost types each exhibiting unique behaviors. The game supports both flat-screen and VR play simultaneously, with full cross-play between VR and non-VR players in the same lobby.

Phasmophobia is built on Unity and uses Photon PUN 2 (Photon Unity Networking) for its multiplayer layer. Photon PUN 2 operates as a relay-based system: all traffic is routed through Photon's globally distributed relay servers rather than directly between players. This is not peer-to-peer — one player acts as the "Master Client" (room host) for game logic authority, but packet transit is always mediated by Photon relay infrastructure. The game uses UDP as its primary transport protocol, defaulting to port range 5055–5058, with an alternative port range of 27000–27002 selectable in game settings. Photon Cloud servers are distributed globally, with nodes in North America, Europe, Asia, and Australia.

Phasmophobia achieved significant cultural impact shortly after launch, reaching an all-time Steam concurrent peak of 112,404 players in October 2020. As of early 2026 the game averages around 13,000 concurrent players with monthly peaks around 30,000, sustained through ongoing Early Access content updates including new ghost types, maps, and the Nightmare mode difficulty overhaul. The game has no traditional anti-cheat system — Kinetic Games relies on custom in-process detection and the cooperative, non-competitive nature of the game to manage cheating, which is a low priority target compared to PvP titles.

Studio
Kinetic Games
Released
2020
Platforms
Windows
Engine
Unity

PingAim detects Phasmophobia automatically

No manual config. PingAim identifies Phasmophobia by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • Phone 5G available — route Phasmophobia through mobile to free home connection for everything else
  • Home connection has jitter spikes that cause ghost event desync during hunts
  • Host is in a distant region (e.g., you're in EU, host is in US) — a second connection may reach Photon's US relay with lower latency than your primary path
  • Evening peak-hour congestion causes ping spikes during active lobby sessions
  • Home network congested by household streaming competing with Phasmophobia's UDP traffic

Won't help when...

  • Only one network connection with no phone to tether — no second path available
  • Already below 50ms to the Photon relay region with stable jitter — game plays fine
  • Host-side lag — if the game host has high ping, all ghost events are delayed for everyone regardless of your own connection
  • FPS drops and stuttering — client-side performance, not network
  • Server-side Photon infrastructure issues — not addressable by client routing

Recent Updates

See all Phasmophobia updates →

Community & Official Resources

Where players talk and where the publisher posts updates.

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