
Hunt down a hidden target through a cyberpunk city in this turn-based game of cat and mouse. Coordinate four Grid Runners to eliminate his escape routes one by one, deduce his position and close the net before he completes his mission. Or become the Ghost, laying false trails to survive the night.

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Midnight Manhunt is a turn-based hidden movement game. Four Grid Runners hunt a single Ghost through a cyberpunk city, and the only thing they ever see is the vehicle he took. You play both sides: the manhunt in Grid Runner mode, the escape in Ghost mode.
The city is a network of connected nodes. Each round, every Grid Runner moves one hop along a connection. The Ghost moves one hop as well, but his position is hidden. All you see is the vehicle he used, logged in the vehicle history.
That log is deliberately incomplete. Hyperloop trains, which bridge large distances across the map, are always identified exactly. Shuttles are not: there are three shuttle types, and the history only tells you that he took a shuttle. Every move the Ghost makes leaves several routes he might have taken. Your job is to rule out the ones he did not, and narrow down his position.

You never find the Ghost by locating him. You find him by working out where he cannot be.
A city-wide scan pins him to an exact node and gives you an anchor. From there, the one-hop rule and the vehicle history define a set of possible positions, and every tool in the team's kit exists to cut that set down.
A Surveillance Breach resolves an ambiguous shuttle move into the exact shuttle type, eliminating every connection that does not match it.
A Claymore Virus planted on a node exposes the Ghost if he crosses it, but its real value is silence. If it does not trigger, that route is gone from the set.
The mechanical dog Rook can sniff whether the Ghost is in range, pinning him to a certain sector of the map.
Chained together in the right order, these collapse an ambiguous move into one or two nodes. The Ghost takes a shuttle from a known position with three shuttle connections leading out. A Surveillance Breach identifies it as a Shuttle Type-B, which leaves two of them. A Claymore Virus was sitting on one of those two and stayed quiet. He took the other. You have him for exactly one round, until he moves again and the set reopens.

Each Grid Runner brings a unique set of abilities essential to a successful manhunt.
Trace is the team's tracing mastermind, using city-wide scans, vehicle data breaches and digital tripwires to locate and expose the Ghost.
K9's mechanical dog Rook can sniff out a nearby Ghost, or deploy her Predator Dome to trap him inside a radial barrier that blocks all movement in and out for one round.
Evac specializes in area denial, cutting off escape routes and turning entire sections of the map into hostile territory.
Forrest operates outside the normal rules of traversal, using his mechanical legs and portal disc to phase jump between non-adjacent nodes and strike from angles the Ghost cannot anticipate.
Combining these abilities well is what separates an intelligence-driven manhunt from a guessing game.

Playing as the Ghost requires a completely different approach. Outnumbered and lightly equipped, you rely on misdirection and unpredictable movement to stay ahead of your pursuers. And you cannot simply run: your objectives are fixed points on the map, and reaching them means walking into the districts the Grid Runners are watching.
Your null field ability blocks access to a node for one round, which can be used defensively to cover an escape route, or as a feint by deploying it in the opposite direction to steer the Grid Runners the wrong way while you slip through unnoticed. If they see through it, you may have cornered yourself. If they do not, you escape their net and buy precious time.
Your shockwave stuns nearby Grid Runners, and your cloak leaves you untraceable and invulnerable to takedowns for one round. None of these run on cooldowns. They are one-time use, and spending one is a decision you do not get back.
The Ghost campaign, available in the full release, tells the story from the other side of the manhunt.

Beneath the tactical gameplay lies a sad story of love and loss. Uncover the origins of the city AI sovereignty in two fully fledged single player campaigns where you can experience the gameplay and story from both sides.

At the core, Midnight Manhunt is designed as a sandbox. Beyond the campaign, the sandbox mode lets you configure every aspect of a mission to your liking, including opponent strategy, number of mission objectives and portal nodes, starting positions, and handicaps such as locked Grid Runner abilities or a variable number of Ghost skills. It is the ultimate way to experience Midnight Manhunt, as all the mechanics come together in a freely configurable challenge that goes well beyond what the campaign offers.

Hidden-movement round tactics gameplay: Grid Runners vs 1 Ghost
4 unique Grid Runners with individual sets of abilities
A deep strategic layer with hundreds of possible strategies and approaches
Vehicle-based information system that keeps the Ghost's position hidden but traceable
Mission objectives that force both sides into active, high-stakes decisions every round
Two campaigns that let you step into the shoes of the Grid Runners or the Ghosts.
15+ missions for the Grid Runner campaign. Each mission comes with certain limitations and special events.
Multiple cities with unique traffic network layout, requiring dedicated strategies
A heartbreaking story told through in-game dialogues
Fully configurable sandbox mode with unlimited replayability
Steam lists the Midnight Manhunt release date as 2026.
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