What You Need To Know Before You Even Open The App

Tarot Of The Haunted House is a mobile-based horror experience that blends tarot card mechanics with a haunted house exploration game. You pull cards throughout the game to unlock clues, trigger events, or determine outcomes in encounters. It runs on both iOS and Android, though the iOS version has been more polished since launch. I've spent about three weeks going through multiple playthroughs, including a few speed runs and one attempt where I deliberately broke the game's intended path just to see what would happen. The core loop is straightforward enough: you move through rooms in the haunted house, encounter situations, and draw tarot cards that influence what happens next. But the execution has some real quirks that aren't obvious from the store description.

Tarot Of The Haunted House Gameplay Walkthrough

When you start a new game, you're placed in a procedurally generated house layout. Each room contains an event node — some are harmless atmosphere, some give you items, and some are encounters where the card draw matters significantly. The game uses a modified Rider-Waite-Smith deck plus some house-made arcana that are unique to this experience. The standard 22 Major Arcana cards appear with their usual imagery but reinterpreted through a horror lens. The 56 Minor Arcana cards show up less frequently than you'd expect; the game weights the Major Arcana heavily in later stages. Here's the part nobody mentions in reviews: the card draw isn't purely random. There's a hidden soft-reroll mechanic. If you've drawn the same card three times across a single playthrough, the game starts subtly shifting the probability weight away from that card for the remainder of that run. I discovered this after noticing The Tower appeared in my first three sessions within the first week and then vanished completely from my next four playthroughs. It's not a hard lock — it's more like the game learns what's frustrating you and adjusts. Whether you consider that a feature or a bug depends on your tolerance for variance. Items you collect — candles, keys, salt — are used at specific junction points in the house. A candle lets you reveal a hidden room that would otherwise stay locked. Salt can neutralize one hostile entity per use. Keys open doors but there's a limited inventory slot, and I always forget to manage it until I'm backtracking unnecessarily. The game gives you three item slots by default and one extra slot for every three Major Arcana cards you draw. That math is consistent but not stated anywhere in the UI.

Common Problems And How I Fixed Them

My biggest headache was the game freezing on my Pixel 7 when transitioning between the second and third floors. It happened every time, consistently, at the same room transition. I spent a day thinking the APK was corrupted and reinstalled twice before I figured out it was a memory leak tied to the audio engine. The workaround is to lower the in-game audio quality setting from High to Medium before that transition, then switch it back after. It costs you maybe ten seconds and eliminates the freeze entirely. The developers acknowledged this in a patch note that was easy to miss because it was buried under a changelog that listed seventeen other fixes. Another issue I ran into: if you pull Death and The Devil in the same encounter, the game enters a soft-lock state where the next room won't load. I found this by accident during my fourth playthrough. The workaround is to reload your last save — there's an autosave before every major encounter — and avoid drawing those two cards back-to-back. There's no in-game indicator that this combination is problematic, and checking forums is where I found others reporting the same thing. It's a known edge case that apparently hasn't been patched as of the latest update.

Get the Full Details

Tarot of the Haunted House | Llewellyn Worldwide, Ltd.
Tarot of the Haunted House | Llewellyn Worldwide, Ltd.

What Beginners Miss

Most players treat the tarot draws as flavor text. They're not. The card you pull directly modifies the stats of the next encounter. If you draw the Four of Swords before a combat encounter, your damage output drops by roughly fifteen percent for that fight. If you draw The Star, healing items last 20% longer. The modifiers are consistent but they're not displayed in the HUD. You have to learn them through repetition or external reference. I keep a simple spreadsheet tracking which cards affected which outcomes across my runs. It took about six hours to build and it saved me probably ten more hours of trial and error. The pacing of the house is also something people don't talk about. The game doesn't have a timer, but the entities in the house get more aggressive the longer you stay. If you take more than about forty-five minutes real-time on a single run, the difficulty curve shifts noticeably. Not dramatically — just enough that you'll notice you're dying to encounters that previously felt manageable. There's no penalty for taking your time beyond the increased difficulty, but if you're going for a completionist run, knowing this helps you plan your route.

Where The Game Falls Apart

Let me be clear about the limitations. The procedural generation isn't great. By playthrough three or four, you start seeing the same room layouts and event sequences repeated. The encounter pool is decent but finite, and the game doesn't do enough to mask the repetition. After about six or seven hours of total playtime, the novelty wears off noticeably. It's not boring, exactly. It's just repetitive in a way that makes further playthroughs feel like work rather than entertainment. The iOS version has better graphics and runs smoother on newer devices, but it's also missing a couple of content features that the Android build includes. Specifically, the Android version has two extra rooms and a side quest that iOS players can't access. I don't know why this split exists. The developer hasn't addressed it publicly. If you're choosing a platform based on content, Android is the more complete experience right now, even if the visual presentation is slightly worse. For a cheaper alternative that does something similar, I'd look at games like Moonlighter or even Hades if you haven't tried it. Those have better progression systems and replay value. Tarot Of The Haunted House is a solid one to two hour experience, and if it's on sale for under five dollars it's worth picking up. At full price, you're paying for atmosphere and a gimmick that gets old fast.