PhantomComms isn't much of a chat system; it's a new meaning for chat, bringing it to a new standard.
Built from the ground up, we want communication to replicate eerie, real, and atmospheric. PhantomComms creates a new meaning for text chats, distance-driven dialogue, glitching whispers, and lingering ghost messages.
🎮 Perfect for: Horror games, roleplay experiences, or any game where immersion is the goal.
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📏 Proximity-Based Visibility
Text becomes visible the closer you get, just like real voices. -
⚡ Distortion & Delay FX
Characters flicker, jitter, or scramble when players are far away (or near cursed objects 👁️). -
🔊 Emotion Commands
Use!shout
,!whisper
, or!scream
to adjust message radius and style dynamically. -
👻 Ghost Messaging
Messages can linger after a player leaves—or even appear from nowhere in haunted zones. -
💬 No GUI Needed
World-space chat hovers above characters or appears ambiently, with optional GUI support for devs. -
⚙️ Customizable API
Lightweight module-based structure. Easy to wrap over Roblox’s default chat system.
Ready to implement PhantomComms into your game?
Roblox games often do very little to create a real experience, grounding realistic proximity chat and other ideas, which work until you need and want more.
PhantomComms lets players who use the chat system and don't want to use microphones, or any versions of voice chat. I dislike using voice chat, so I decided this would be an amazing product for me to create and help others with the same issues.
You're not just giving players a way to chat—
You're giving them a reason to walk toward the voice.
Developed by Jupiter Development
Contributions are a welcome addition, a small credit in your game description would be appreciated:
Chat System – Jupiter Development
PhantomComms:Speak(player, "I saw something move...", {
Volume = "whisper",
Range = 10,
Distort = true,
Delay = 0.05
})
From a distance, players see:
I . . . . .
Closer:
I saw . .
Even closer:
I saw something move...
Stay close. Listen carefully. You never know who’s talking.