
Paramount Killed the Paranormal Activity Game Over a Deadlin
Brian Clarke, the solo developer behind The Mortuary Assistant, has been forced to cancel Paranormal Activity: Threshold after Paramount refused to give him more development time.
Brian Clarke made one of the best indie horror games in recent memory with The Mortuary Assistant. He was the perfect person to make a Paranormal Activity game. And now Paramount has killed the project because it wouldn't give him more time.
Clarke, the solo developer at DarkStone Digital, announced on X today that Paranormal Activity: Threshold has been canceled. The reason wasn't creative differences, a lack of funding, or a loss of direction. It was a deadline. Clarke needed more time to finish the game properly, his publisher DreadXP backed that request, and Paramount said no.
"It became clear that the game needed more time to ensure it was the best it could possibly be," Clarke wrote. "DreadXP stood by my need for more time and, together, we made a request to Paramount for a time extension. Sadly, Paramount did not agree to extend development."
That left Clarke with a binary choice: rush the game out in a state he wasn't proud of, or walk away. He walked away. I respect that decision enormously, but it shouldn't have come to this.
A Solo Dev vs. a Studio Calendar
Here's what makes this sting. Clarke isn't some unknown quantity. The Mortuary Assistant was a horror hit in 2022, a game built almost entirely by one person that captured the slow-burn tension of films like Paranormal Activity better than most AAA horror studios manage with ten times the headcount. When Threshold was announced in 2024, it felt like a natural pairing: a developer whose sensibilities were already aligned with the franchise getting official access to the IP.
The game promised found-footage-style camcorder mechanics, a haunted house with multiple timelines, and procedurally shifting variables that would change each playthrough. Clarke showed it at PAX to what he described as a "wildly positive reception." Everything pointed toward this being one of the most exciting horror games in development.
So why kill it? A new Paranormal Activity film is reportedly expected on May 21, 2027. It doesn't take much imagination to connect the dots: Paramount likely wanted the game shipped within a marketing window tied to the movie. When Clarke's timeline didn't align with that window, the IP holder pulled the plug rather than let a solo indie developer take the time he needed. That's a corporation treating a game like a promotional tie-in rather than a creative product, and it's exactly the kind of thinking that produces forgettable licensed games nobody remembers six months later.
Clarke, to his credit, didn't burn any bridges. He called the parting "amicable" and said it was "an honor to even be considered to work on an IP I love so much." DreadXP apparently supported him throughout, which is the kind of publisher behavior that deserves recognition. Not every publisher would back their developer over the license holder.
What frustrates me is that Clarke clearly had the talent and the vision to make this work. A solo developer asking for more time isn't a red flag; it's the reality of making games at that scale. Paramount could have had something special here. Instead, they'll have nothing, because the alternative Clarke was offered, shipping a rushed product, would have damaged his reputation and the franchise's. He made the right call.
Clarke says he's "not going anywhere" and plans to return to horror development after a short break. Given what he accomplished with The Mortuary Assistant, whatever he builds next will have my attention. Paranormal Activity: Threshold joins the growing list of promising horror games killed not by a lack of talent, but by the business machinery surrounding them.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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