The game begins in London with a contextualising video that can be skipped if the player wishes. The game begins in the village Crythin Gifford where the player runs around the village speaking to the villagers to gain information about Alice Drablow and the case of the woman in black. The last person they should be directed to is the man who will take him along the causeway to Eel Marsh House – the journey along the causeway will be a short video clip that shows the cross in the mist.
When the player arrives at the house they are let loose inside to explore the rooms. The player will move from room to room on the ground floor and must collect the three compulsory items before they leave the room. The compulsory items will help them to travel through the rooms, for example in one room the candles will be blown out and the player must have collected the matches to relight the candles and continue. There are other items to collect but they don’t have to be collected immediately. If a player tries to enter a room that they don’t have the necessary items for, then the woman in black appears which triggers the player to shut the room door and run away. The items collected as evidence will be letters, pictures and cards that the players can use to decipher why the woman in black is haunting the house.
The game will be interspersed with horror moments, such as candles in the room being blown out, the woman appearing suddenly and screaming.
The game will keep elements of Susan Hill’s novella, such as the characters, settings and reason for the haunting. The game will allow the player to interact with the setting and characters, choosing which room to go into or which characters to speak to first. However, the game has a critical path: the player will not be able to change the end result of the game. This will allow them some freedom throughout the game but it will conclude in a way that ties in with the book’s conclusion. The game will focus on the ghost story told by Arthur Kipps, rather than the circumstances that surround his telling of the story.