Beeline’s 2013 mobile Ghostbusters game took a much bigger swing than the franchise’s earlier phone releases. Instead of building one small side trip, it tried to give players a whole operation to run: headquarters rooms, a growing roster, class-based team roles, and a haunted-tower campaign that pushed floor by floor.
It is messy, very free-to-play, and unmistakably from that stretch of mobile history when timers and currencies were everywhere. Even so, it was more ambitious than a lot of licensed phone games from the same era.
This one was not just pretending to be bigger than it was. It really was trying to build a full Ghostbusters branch on iOS.
Release, developer, and credits
- Platform: iOS
- Release date: January 24, 2013
- Developer / Publisher: Beeline Interactive
- Mode: single-player
The setup and the new team
The story reaches back to the student Peter Venkman kept shocking during the ESP test in the first movie, then turns him into a telepathic ghost threat after Ghostbusters II. He takes over a 50-story building, and that tower becomes the game’s main spine.
Your team climbs the tower while building out a newer roster that includes Michelle Ying, Tara Fitzpatrick, and Michael Prince. Beeline also divided the characters into class roles like wranglers, blasters, and scientists, which gave the combat side a little more shape than a plain tap-fest.
Why it stood out from the 2006 mobile game
- it aimed for headquarters management instead of a small haunted-location run
- it mixed combat, base-building, and roster progression
- it had more story framing and original character work
- its scale made it memorable, even when the free-to-play design got in the way
