
First-person horror · In development
She chased a dropped ring down a service stair, fell, and woke on a bed in a ward she has never seen. Now she just wants out.
A key taped under a flashlight. A handover note. A fuse panel. Every answer is somewhere you can see.
Getting hurt darkens the edges of your view and slows you down. The only readout is a heartbeat line in the inventory.
Autosaves at milestones restore every door, drawer and puzzle exactly as you left it.
Both work at all times, and prompts switch to match whichever you touched last.





Nov 1, 2026Hollow Ward
Floor one has to teach surviving a threat without a fight. A walker that never attacks, a locker with a louvred view, and a failure that costs nothing.
Oct 30, 2026Hollow Ward
Keyboard and controller both work all the time, and on-screen prompts switch to whichever you touched last.
Oct 30, 2026Hollow Ward
I build Hollow Ward with an AI coding assistant that cannot see the editor. The lesson of phase one: never call something right from a thumbnail, and measure when orientation is ambiguous.
The other game is a colony sim about building a home and a rocket.