
A Household
Exorcism
A childhood home. Three nights. A few occupants who aren’t ready to leave. Speak or type your way through an authored supernatural adventure.
Independent studio / development lab
Aesthetic Engine explores a different era of games with each project—from the multimedia worlds of Sega CD and 3DO to the green glow of monochrome microcomputers.

A childhood home. Three nights. A few occupants who aren’t ready to leave. Speak or type your way through an authored supernatural adventure.
01 / A HOUSEHOLD EXORCISM — IN-GAME CAPTURE

The first shipped Aesthetic Engine product. A minecart journey through curated horror games, turning discovery into something you can explore, collect, and play.
02 / Behind the work
The Godot development harness grew out of making A Household Exorcism. It connects agent implementation to the running game, captures what happened, and keeps verification tied to the build being tested.
Agents help implement and exercise the systems. Human direction and hands-on play decide whether the result works as a game.
Inside the development harness →↳ Iterate from what the game actually does.
03 / Selected industry credits
Behind Aesthetic Engine is Matt Munroe, a game producer and developer with twenty years across production, QA, and live operations. Selected professional team credits are listed below.
Studio Producer · Meta / Camouflaj
Director of QA / Producer · Camouflaj
Director of QA / Producer · Camouflaj
QA Lead · Runic Games
QA & production support · Runic Games
04 / Earlier experiments
GRB and AEB were early explorations of agent access to Godot and constrained prototyping. Their lessons feed the broader development workflow.