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Key art for Ghost Master: Resurrection | Ashes & Abyss featuring a green ghost and the DLC title

Let’s Revisit That Gas Station: Why This Same Roadside Setup Keeps Turning Up

Posted on March 29, 2026September 22, 2026 By Ronny Fiksdahl

Maybe it is not just me anymore. That same roadside gas station setup keeps showing up, and it is getting harder to ignore.

A while back, I published Three Games, One Gas Station? Visual Compare. At the time, I treated it the way it should be treated: as a visual comparison, not a verdict. The point was never to throw accusations around. It was simply to say that something looked very familiar, and familiar enough to be worth documenting properly.

The wider pattern also feeds into our Gas Station Files Part 3, where we look at the broader run of roadside and service-station games.

Now I am revisiting that same conversation because another example has turned up. This time it is tied to Ghost Master: Resurrection Core Edition, a supernatural horror game that appears to lean into eerie environments, dark atmosphere, and the kind of haunted-location tension that can make even a simple roadside stop feel unsettling. And that part matters too, because beyond the asset discussion, there is also a game here that horror players may genuinely want to keep an eye on.

From what is shown, Ghost Master: Resurrection Core Edition seems to be aiming for an experience built around mood, paranormal pressure, and environments that do a lot of the storytelling on their own. That can be a real draw for players who enjoy horror games where the setting itself carries much of the fear. Not every horror game needs endless spectacle. Sometimes a dark station in the middle of nowhere, with the right lighting and the right sense of unease, can do more than enough.

That is also why this stands out in two ways. On one side, the game has enough atmosphere to make the location feel like more than background dressing. On the other, the location itself once again brings that same familiar roadside fingerprint back into view.

Overhead screenshot of the gas station level in Ghost Master: Resurrection showing the shop, garage, and back rooms

Overhead view of the gas station layout in Ghost Master: Resurrection.

What makes this stand out is not just the idea of a gas station itself. It is the structure. From the overhead view, the layout immediately feels familiar: the main store section, the attached garage area, the back-room footprint, and the way the entire location is shaped. It is the kind of resemblance that goes beyond a general roadside vibe and starts to feel like the same shell, or at least a very closely related one, dressed a little differently.

At the same time, it is worth saying clearly that Ghost Master: Resurrection Core Edition may still appeal regardless of that familiarity. For players who enjoy supernatural horror, the appeal is not just in whether a building looks familiar. It is in how the game uses that space. Tone, pacing, sound, lighting, and what the player is actually made to feel inside that environment can matter far more than whether a location began life as a reusable pack or a completely custom build.

That is where this gets interesting. One similar detail means very little on its own. But when the building footprint, interior flow, shelving logic, counter placement, and overall proportions begin lining up again, it starts to feel less like coincidence and more like a recurring production shortcut that keeps slipping into view.

Ghost Master: Resurrection – Official Trailer


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That pattern is what made the earlier comparison worth doing, and it is what makes this latest example worth adding to the conversation. At this point, the story is no longer just about whether two screenshots happen to resemble one another. It is also about how one very specific environment style appears to keep resurfacing across multiple games in a way that players can actually notice.

Why Ghost Master: Resurrection may still be worth playing

What helps Ghost Master: Resurrection Core Edition stand apart is that the setting does not seem to be there only as visual filler. It looks like the game wants the location to carry atmosphere and pressure, which is exactly what horror fans often want from this kind of experience. A familiar roadside building can still become memorable when the game wraps it in dread, mystery, and the feeling that something inside is deeply wrong.

That is also why some players should keep an open mind here. If you like indie horror games that focus on tension, haunted environments, and that slow creeping discomfort that builds through space and mood, Ghost Master: Resurrection could still offer something worthwhile. Not every game needs to reinvent every wall and every shelf from scratch to create a strong horror experience. Sometimes execution is what matters most.

So yes, the asset angle is interesting. But it should not completely overshadow the fact that this may still be a game with enough atmosphere and identity to land with the right audience. For horror players, that is usually the real question in the end: does it feel right, does it create tension, and does the setting pull you in? If the answer is yes, many players will not care where the building started.

Why this matters beyond one screenshot

There is an important line to keep clear here. Reusing marketplace assets is normal. Small teams do it. Mid-sized teams do it. Bigger productions do it too when it makes sense. There is nothing automatically shady about using a commercially available environment pack. In many cases, it is one of the most practical ways for developers to build a location without spending months creating every prop and structure from scratch.

The interesting part is what happens when one environment becomes recognizable enough that it stops blending into the background. That is where this gas station now seems to be heading. The more often it appears, the less it feels like invisible set dressing and the more it starts to feel like a recurring character quietly making cameo appearances in different games.

Interior screenshot of the gas station shop in Ghost Master: Resurrection with shelves, counter, and characters inside

Interior view of the gas station shop in Ghost Master: Resurrection.

The interior screenshot strengthens that feeling. The counter position, the aisle flow, the wall treatment, the shelving arrangement, and the overall room logic all feel like they belong to the same family of layouts already seen elsewhere. Again, that is not proof on its own. But it is enough to make the comparison stronger than a vague resemblance.

That is also why this has become a story in its own right. Not because anyone has been caught doing something wrong, but because the same visual identity keeps resurfacing across projects that otherwise have very different tones and goals. One game may use it for horror. Another may use it for mystery. Another may treat it as a quick roadside stop. But the shape of the place still rings a bell.

The asset angle is part of the story

There is also a practical reason this keeps coming up. A commercial Rural Gas Station pack by QuadArt is publicly listed on major asset marketplaces, and the more you look at it, the more it starts to feel like one of those quietly powerful environment packs that can leave a real visual footprint across multiple games. A rural station with a shop, garage, props, shelving, pumps, and dressing already assembled does not just save time. It gives developers a ready-made location with enough character and structure to become instantly usable, and apparently memorable too.

That does not automatically prove every version seen in the wild is the exact same pack. Unless a developer confirms it, or someone checks the files directly, that would be too strong a claim. But it does offer a very plausible and completely ordinary explanation for why similar layouts and dressing choices keep appearing. In other words, this may not just be a useful asset. It may be one of those rare reusable environments strong enough to become recognizable in its own right.

And maybe this is the strangest part

What really stands out to me is that hardly anyone seems to be talking about this in a serious way. From where I sit, it still feels like Fix Gaming Channel is one of the only outlets actually lining these frames up, checking the storefronts, and saying: hold on, have we seen this place before?

Maybe that is because most people do not care. Maybe it is because asset reuse is so common that it rarely becomes a wider conversation. Or maybe it is simply because no one else bothered to stop and look closely. But once you notice it, it becomes difficult to unsee. The gas station starts showing up like a familiar face in a crowd.

Visual comparison only of QuadArt’s Rural Gas Station asset next to scenes from Roadside Research, Before Exit: Gas Station, and The Legacy

Visual comparison of the asset pack next to earlier game examples that raised the same familiar gas station question.

So no, I do not think this is just me. I think this same roadside setup has quietly appeared often enough that it deserves to be documented as a pattern. Not sensationalized. Not turned into cheap outrage. Just tracked properly, with common sense, context, and a careful eye.

And that is probably the fairest place to leave it. Ghost Master: Resurrection Core Edition may still be worth checking out for players who enjoy atmospheric supernatural horror, especially if the final experience delivers on mood and tension. But at the same time, it also adds one more chapter to this now-familiar gas station story, and that alone makes it hard not to look twice.

Related Reading

Earlier comparison: Three Games, One Gas Station? Visual Compare

Reference pack: Rural Gas Station by QuadArt on Fab

Marketplace listing: Rural Gas Station by QuadArt on ArtStation

Steam pages: Roadside Research, Before Exit: Gas Station, The Legacy, Ghost Master: Resurrection


Written by Ronny Fiksdahl, Founder & Editor-in-Chief at Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

Support independent games coverage on Ko-fi.

Gaming News, Indie, Industry News Tags:editorial, game design, gaming culture, gas station games, Simulation Games

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