Co-op horror · 2–4 players · PC

The Collector Hollowmere

You wake under a moon that never sets. The music box is already winding.

Light enough lanterns to open the church. Pull friends out of glass before the shelf fills. Ring the bell, or join the collection.

1
hunter
2–4
on your side
~12
min nights
PC
building now
Scroll

What you’re playing

A short night that goes wrong

Two to four of you drop into Hollowmere. Fog everywhere. One thing hunting. Light the Soul Lanterns until the church unlocks, then fight your way to the Dawn Bell. Get caught and you’re in a jar — still in the match, still talking, waiting on a rescue before the shelf is full.

01

Lanterns

Each one peels fog off the map. Good for you. Worse for him — he can see farther too.

02

Jars

Capture isn’t instant game-over. Your friends can crack you free. Or they can leave you. That’s on them.

03

The bell

Church opens when enough lanterns are lit. Ring it and Hollowmere gets morning. Fail and the workshop gets company.

Setting

Hollowmere

Clockmaker Elias Voss lost his daughter to the plague. He built a machine that would keep the rest of the town’s children “safe.”

A hundred years later the streets are still dark and the machine is still on the job. It finds souls, seals them in glass, and walks them home to the shelf.

“I only wish to keep you safe.”

The Collector

You make it

Dawn

Bell hits. Fog breaks. First sunrise in a century — if the story books are right.

He makes it

The shelf

Everyone goes back to the workshop. The music box starts over like nothing happened.

Sides

You vs. him

Your crew

2–4 players · one escape or nothing

  • Light lanterns without getting loud
  • Bust jars open when someone gets taken
  • Get the whole group to the bell

Leaving people behind is a choice. A bad one, usually.

The Collector

AI hunter · never sits still for long

  • Chases noise and open light
  • Lunges slow enough to read — miss costs him
  • Will wreck lanterns you abandon

Sprint if you have to. Better to be quiet first.

Who you play

The lost

Four different toolkits. Same shelf if you mess it up. Pick the one that matches how you panic.

“I remember the taste of apples…”

Systems

What a night feels like

More light for you · more eyes for him

Lanterns cut both ways

Clear the fog and you finally see the route to the church. He sees the same streets. Trade carefully.

Jars keep you talking

He doesn’t delete you from the lobby. You’re glass, you can still yell, and someone might risk the walk back.

The lunge has a tell

He winds up. You can bait it. Miss and he pays for it. Eat it and you’re headed for the shelf.

Sound is a resource

Walk soft. Run only when the alternative is worse. His voice and the tick of the mechanism usually show up before the silhouette does.

Jar choir

Fill enough jars and the shelf starts singing a ruined lullaby. Creepy for you. Also a free radar ping on where he is.

Town isn’t fixed

Districts shuffle between nights. Occasional events mess with sightlines and force a different plan mid-match.

Build status

Still in the workshop

There’s a playable Unreal Engine 5 prototype. Right now we’re stuck on the chase on purpose — making him frightening without cheap hits. Lanterns, jars, and proper friend nights are next in line. Steam page when the game is ready to show, not before.

  1. Playable prototypeDone
  2. Chase playtestsNow
  3. Lantern + jar loopNext
  4. Friend lobbiesQueued
  5. Steam pageNot yet

Mailing list

We’ll ping you

Trailer, playtest slots, Steam page go-live. Occasional build notes if you want them. Not a weekly newsletter.

PC · still cooking Press kit