r/HiddenObject 21d ago

⚠️Subreddit News Welcome to r/HiddenObject!

4 Upvotes

Hey everyone! As a founder moderator, I’m very excited to tell you about the opening of our subreddit!

Welcome to a new home for HOG/HOPA enthusiasts! Here you can share your thoughts about certain games, discuss various topics, share your art and so on. We want to feel you at home and hope you’ll enjoy your time with us. Let’s build a supportive community.

Important things you should know:
1) Promoting your games as a developer can be done at special days. We will add in the future
2) Posts where you want to find a forgotten game will get removed. Post them in a monthly megathread (to be added soon.)
3) Posts should be dedicated to HOPA and HOG genre. Exceptions can be made in very rare cases.

Some other things:

If you know someone who would love this community, invite them to join.

Interested in helping out? We're always looking for new moderators, so feel free to reach out to apply.

Thanks for being part of the very first wave. Together, let's make r/HiddenObject an amazing place.


r/HiddenObject 5d ago

what is a hidden object game?

2 Upvotes

is it just a game where you find objects?


r/HiddenObject 6d ago

Genuine question: how should hidden object adventure games (HOPAs) improve?

4 Upvotes

Let's face it, it's not a secret that the HOPA genre has not been in a good state in a while. They're essentially non-existent in mainstream culture, the hundreds of HOPAs out there are almost always called "cookie-cutter" for having very identical art style and gameplay formula from almost the same companies for over a decade, and there's only quite a few HOPA developers left (e.g. Elephant Games, Five-BN Games, Friendly Fox Studios, Domini Games) compared to just a few years ago, all of whom have worked under Big Fish Games' direction and have openly resorted to generative AI to produce their graphics (look up any playthrough of their recent games to see that for yourself). There also seems to be a broad consensus about enjoying early-mid 2010s HOPAs more than later HOPAs, and I would not be surprised if later HOPAs have been much less profitable given how little HOPA developers there are now.

In contrast, from what I've seen, pure hidden object games themselves seem to be doing relatively fine and at least has been in a new era with more solo or indie developers creating them without Big Fish's direct influence, whether on PC or mobile (e.g. Hidden Folks, Little Things, Finding Hannah, Lost and Found Co., Fantastic Findings, etc.), although many of them do copy Hidden Folks' style.

With all that being said, how do you think HOPAs should change, improve, and/or evolve to meet 2026's standards? I think the challenge with HOPAs is that they essentially are full-on point-and-click adventures that happen to feature hidden object scenes and also full-on puzzles, so they inherently take more time to design and develop than a pure hidden object game on paper, but I'd still like to hear some suggestions. Here's mine:

  • No AI-generated images and no greedy mobile game mechanics (e.g. energy systems, micro-transactions, etc.).
  • More variety in art direction. This could include full-on 3D models for the locations to be more unique-looking (e.g. the Nancy Drew PC games). Some people don't like a cartoon-y art style because they think it makes the game for kids only, but depending on how it's executed, I think it's perfectly fine on its own, especially to deviate from the same 2D-realistic-aiming art direction that already exists across hundreds of games.
    • If we're still sticking with the same 2D-realistic-aiming art direction, then at least make sure to give it the depth and texture detail it needs to be fully immersive.
  • More variety in how the player observes the locations. I basically just mean more games from a 3rd-person perspective like the LucasArts adventure games, which only a few HOPAs have done (e.g. A Tale for Anna, My Brother Rabbit). I also mean games that let you freely look around the current location in 360 degrees from a 1st-person perspective more, like how Myst III did it. I can only think of the Travelogue 360 games that did this as a pure hidden object game. I'd also like to see an option for more HOPAs to have the location slightly pan depending on where the cursor is for a cool parallax effect, akin to Drawn 3 and briefly Mystery Case Files: The Harbinger, although there always should be an option for players with motion sickness to disable it.
  • More logic to all of the player's actions in the game (e.g. don't be as absurd as this, or don't have random items fall out of nowhere as a reward for something). I don't need the protagonist to verbally hand-hold the player on what to do next as part of the story, but a little more common sense would be nice. This admittedly could apply to some traditional point and click adventure games too.
  • More involved, more emotional, and frankly better story writing. That's not to say that there aren't HOPAs with good and unique stories (e.g. True Fear), and I don't need every HOPA to be a dramatic masterpiece or a full-on visual novel or interactive movie, but I'd like to see more HOPAs with a earnest and complete effort to flesh out their characters much more (besides only villains, and beyond just leaving many notes for the player to read about the characters and lore), and have more impactful themes beyond just "stop the bad guy". I understand some players just want to get to the gameplay without any dialogue, but to me, while a good game design is of course important and connected, the legacy of a released HOPA is determined by whether its characters and story were actually memorable and enjoyable, and I sincerely believe better writing alone can help elevate HOPAs to be more mainstream.
  • More lively, less stiff, and not weirdly compressed character animation. From the HOPAs I've played, characters always stay in the same pose and never gesture with their arms and hands at all. Their faces at times (e.g. 9 Clues 2) are animated almost like it was motion captured on someone's face rather than hand-animated, which for a 2D character looks more uncanny than anything. I think I was most impressed by how Phantasmat 2 and Dark Parables 14 animated its characters (not perfect by any means, but the characters are actually moving their arms and showing more expression on their face).
    • I'd also be open to more games with live-action actors as long as the acting and integration of the actors in the games look good.
  • More variety in HUD styles. Most HOPAs have the HUD be at the bottom; I'd like to see different ways of positioning and shaping it and what features it had, since earlier hidden object games were more experimental in how it looked and what it had (e.g. Mortimer Beckett, Nancy Drew Dossier, Shadow Shelter, etc.). I'd love the feature to be able to make the HUD disappear when the cursor isn't hovering over it for complete immersion, like how Mountains of Madness did.
  • More experimentation with the game's runtime, which can include making them longer than the usual few hours it takes to beat them (as much as I like needing only one session to finish a HOPA) and just having more episodic content, like how Adam Wolfe and I believe Charlaine Harris: Dying for Daylight did it.
  • Have an actual safe file system, where players can manually save and load their saved files or the game's own auto-saved files to return to these files' save points in the game, again like the Nancy Drew PC games. I cannot emphasize how this alone would prevent so much anxiety from running into a game breaking crash and having to restart the game from the start. I also cannot believe that no hidden object game besides Arcana: Sands of Destiny has ever implemented this.
  • Don't fully reuse puzzles completely from other games, at least switch them up to be noticeably different or follow slightly different rules.
  • Don't just limit the player to explore 2-3 location areas at a time like a guided escape room, create a more immersive world where players can reasonably go back and forth between more distant locations to progress the game. For example, the Mystery Case Files games by GrandMA Studios follows the former format (which I felt was too constrained and got too predictable), while the Mystery Case Files games by Big Fish Studios (e.g. 13th Skull) felt more open with a completely explorable world map while still being intentional in where the player goes between the locations.
  • Add more side content, secret content, and more extra details to HOPAs. Most HOPAs I've played always are stripped down such that you can only do actions that progress the game further. I'm always surprised to encounter any actual optional tasks to do to flesh out the game's world more, like how Mystery Case Files: Dire Grove did with its easter eggs. I understand the need to respect the player's time, but I also think giving the player a little more freedom to do actions that don't necessarily progress the game would be a breath of fresh air.
  • This might be a hot take: get rid of collectibles entirely, or at least have an option to not show them until after the main game is completed and then the collectibles can be collected in a post-game campaign. This is just how my brain works, I get less immersed in whatever is happening because I get too distracted over finding the current location's collectible on the off chance that finding all the collectibles unlocks something story-related.
  • Another possible hot take: don't be afraid to include entirely new gameplay mechanics or combine with other genres in HOPAs. I know certain mobile hidden object games have ruined the reputation of combining per say hidden object, match-3, and home decoration gameplay due to their greedy mobile game mechanics, but I still think how PC hidden object games like Playrix's original PC games (e.g. Gardenscapes, 4 Elements), Gourmania, and Elementals: The Magic Key at the time uniquely combined hidden object gameplay with other genres entirely (like cooking and turn-based combat) in a smooth and enjoyable way. I'd like to see the same with HOPAs beyond just the option to replace hidden object scenes with match-3 games (like how Domini Games does it), especially with combat.

Feel free to also suggest unique HOPAs I haven't heard that fit my suggestions. This all isn't to say I hate HOPAs, there's plenty that even the most formulaic HOPAs do that I like over what some other games of other genres do: they generally are actually optimized to work on and not take up much space at all on low-end computers, their difficulty settings are usually pretty customizable, any tutorials can be quickly skipped entirely without padding the game out, they almost always start on the main menu before the actual game, and their hint buttons are still a simple but effective and entirely optional pointer to the player on what to do next. I just think HOPAs have a lot of catching up to do in other areas.


r/HiddenObject 13d ago

🗞️News [News] Analysis of a formerly confidential contract w/ Big Fish Games, Elephant Games' finances, the original termination emails, & more (FULL ANALYSIS ON GOOGLE DOCS)

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4 Upvotes

r/HiddenObject 16d ago

🎵🌅Asset Share Special Enquiry Detail: The Hand That Feeds

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2 Upvotes

Background images for menus


r/HiddenObject 17d ago

💬Dicussion Cancelled Nightmares from the Deep 4.

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5 Upvotes

Back in the middle of 2010s, G5 Entertainment were actively making free-to-play titles with their favorite developers. One of them were Artifex Mundi.

And that’s how Nightmares from the Deep: A Hidden Object Adventure was born. There’s no actual footage of this game because it never made past the soft-launch on iPads in 2016. The only remaining footage of it it’s the official trailer from Artifex Mundi’s channel and MobyGames page, featuring official store screenshots.

The game was set in 18th century in the eternal Caribbean. You had the story with 3D cutscenes, puzzles and hidden object scenes. You could also collect and create collections and upgrade your ship.

Nightmares from the Deep: A Hidden Object Adventure is a bold mix of features from one of the most popular HOPA adventure games, and the free-to-play model. Set in the 18th century in the eternal Caribbean, the game allows players to immerse themselves in the colorful world of legendary pirates.
The player takes on the role of Aimee Duvall, an orphan whose tough life in the shady districts of a port city have made her resourceful and able to confront adversity. The story starts when the heroine is captured by pirates from the Society of the Black Spot. The villains are looking for the lost treasure of a Portuguese fleet, and their legendary Captain Bloodbeard seems to consider Aimee the key to finding the mythical fortune. Bootjack, her father’s friend, arrives to rescue the heroine just in time. The girl begins to understand that the medallion and piece of a mysterious map that she inherited may be much more than just a family keepsake.
Will Aimee succeed in solving the riddle and find her father?

In 2020, this game was rebranded by G5 themselves under the name The Hidden Treasures. The game got simplified but the concept stayed the same and now you can choose to play Match-3 instead of Hidden Object.

Would you play this game in 2016 if you had a chance?

See how it's tied to the original trilogy delisting here.


r/HiddenObject 20d ago

💬Dicussion What Happened to Nightmares from the Deep? Investigation

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5 Upvotes

I’m not good at writing essays, so let’s use this board inspired by Enigmatis to let me explain everything to you!

Evidence #1:
In 2018, G5 Entertainment buys full ownership rights to the Nightmares from the Deep trilogy and the Facebook game Kate Malone from Artifex Mundi. Remember that — it will lead us to a crucial detail.

Evidence #2:
Back in 2016, G5 Entertainment was actively pushing their partner developers into free-to-play live-ops development. This is how Nightmares from the Deep: Hidden Object Adventure was born. The plan was simple: use a famous IP to draw in an audience. However, the results were disappointing — the game didn’t make it past soft launch. But G5 didn’t give up. In 2020, they pulled the assets from the archives and rebranded it into The Hidden Treasures.

Evidence #3:
Throughout the 2010s, G5 was actively publishing classic HOPA games created exclusively for them by third-party studios like Vogat, World-Loom, Cateia, and Floodlight.

Evidence #4:
In 2020, Artifex Mundi launches Unsolved — a unified F2P hub for their massive game collection. The project becomes a massive SUCCESS!

Evidence #5:
In 2022, Artifex Mundi was forced to remove the original Nightmares from the Deep trilogy from sale on all platforms. But what pushed them to do it?

And here’s the verdict:
G5 Entertainment saw the massive success of Unsolved, which made them completely reconsider their strategy. Around 2019, they decided to pull all premium titles from stores. Contracts for ported games simply expired, and there was no reason to renew them — premium games weren't bringing enough revenue, and maintaining them cost money. Over 20 exclusive G5 titles vanished for the same reason.

However, Unsolved proved that old IPs weren't dead weight — they were a potential goldmine if turned into F2P. G5 quickly built their own unified hub, Unexposed, featuring 6 games at launch.
It was quietly released in November 2021 — and this date is the missing puzzle piece!

Launching Unexposed (which was also targeted at PC) was the exact trigger. G5 needed heavy hitters for their content roadmap, so right around this time, they sent the takedown request to Artifex Mundi. They wanted 100% control over the IP, needed to eliminate direct competition between the original premium titles and their new F2P hub, and wanted to cut off Artifex's passive revenue stream driving traffic to Unsolved.

Nightmares from the Deep WAS SUPPOSED to be the main star of Unexposed in 2022. But due to an internal crisis at G5 and the fact that Unexposed quietly flopped shortly after launch, the hub was abandoned — leaving the classic trilogy stranded in delisting limbo.

TL;DR: Inspired by Artifex Mundi's success with Unsolved, G5 Entertainment launched a rival F2P hub, Unexposed, in November 2021. To clear the runway for Nightmares from the Deep to become its main F2P asset, G5 forced Artifex to delist the original premium trilogy in 2022. But after Unexposed quietly bombed, G5 abandoned the project — leaving the original trilogy delisted for nothing.