01
Lanterns
Each one peels fog off the map. Good for you. Worse for him — he can see farther too.
Co-op horror · 2–4 players · PC
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.
What you’re playing
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
Each one peels fog off the map. Good for you. Worse for him — he can see farther too.
02
Capture isn’t instant game-over. Your friends can crack you free. Or they can leave you. That’s on them.
03
Church opens when enough lanterns are lit. Ring it and Hollowmere gets morning. Fail and the workshop gets company.
Setting
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
Bell hits. Fog breaks. First sunrise in a century — if the story books are right.
He makes it
Everyone goes back to the workshop. The music box starts over like nothing happened.
Sides
2–4 players · one escape or nothing
Leaving people behind is a choice. A bad one, usually.
AI hunter · never sits still for long
Sprint if you have to. Better to be quiet first.
Who you play
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
More light for you · more eyes for him
Clear the fog and you finally see the route to the church. He sees the same streets. Trade carefully.
He doesn’t delete you from the lobby. You’re glass, you can still yell, and someone might risk the walk back.
He winds up. You can bait it. Miss and he pays for it. Eat it and you’re headed for the shelf.
Walk soft. Run only when the alternative is worse. His voice and the tick of the mechanism usually show up before the silhouette does.
Fill enough jars and the shelf starts singing a ruined lullaby. Creepy for you. Also a free radar ping on where he is.
Districts shuffle between nights. Occasional events mess with sightlines and force a different plan mid-match.
Build status
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.
Mailing list
Trailer, playtest slots, Steam page go-live. Occasional build notes if you want them. Not a weekly newsletter.