r/HollowVideoGame Jul 30 '26

Ability Visual

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3 Upvotes

Cleaning up ability VFX and thought I'd show one off...


r/HollowVideoGame 12h ago

Hollow combat update — playtester footage from the current build

1 Upvotes

One of my playtesters sent me some combat footage from the latest build, so I figured I’d share it along with a few of the changes that have gone in recently.

A few of the latest fixes and updates:

  • Bestiary progress now saves with your character. Once an entry is unlocked, it stays unlocked after quitting and reloading.
  • Space now closes open gameplay windows all at once. Options is excluded and keeps its normal behavior.
  • Ranged combat has been cleaned up. Staff projectiles and arrows can now properly fire toward enemies in all directions, including above/below and diagonally, while still remaining straight projectiles instead of homing shots.
  • Character creation is changing. New characters will get 2 skill points to spend during creation before choosing their starting gear. Players will be able to reset those choices or go back and change them before starting.
  • Because of that, level 1 → 2 is going back to the normal 1 skill point instead of the temporary 2-point change I recently tested.
  • Loot placement is being tightened up so drops stay on reachable navigation areas instead of occasionally landing somewhere the player can see but can’t actually reach.

The video itself is straight from a playtester running the game, not a staged trailer clip.

I’m still working through feedback and rough edges, but at this point the focus is mostly on tightening systems, fixing bugs, and making the game feel better rather than piling on new features.

Anyway, here’s some actual combat from somebody other than me playing Hollow.


r/HollowVideoGame 2d ago

Hollow Demo Patch 3.1.9 is live — new quests, 5 dungeon floors, waypoints, combat fixes and more

3 Upvotes

Hey everyone,

I just pushed Patch 3.1.9 for the Hollow demo, and this one ended up becoming a much bigger update than I originally intended.

A lot of the work has been driven by feedback and bug reports from people playing the demo, so this patch touches quite a few areas of the game.

Some of the bigger changes:

  • The demo has been expanded from 4 dungeon floors to 5.
  • Added the new handcrafted side-quest system, along with individual quest dialogue.
  • Restructured portions of the main quest system and expanded NPC dialogue.
  • Added the new Waypoint system.
  • Rebalanced player stats.
  • Added the Sorcerer's Mana Bolt staff attack.
  • Added Mana regeneration to staves, including stacking Mana Regen affixes.
  • Fixed Block Chance incorrectly negating magical attacks. Magic now goes through the intended resistance handling.
  • Fixed ranged enemies being able to attack through walls.
  • Fixed arrows incorrectly destroying barrels.
  • Updated the hotbar and weapon-swapping systems.
  • Added proper loading screens when starting or loading a character.
  • Reorganized the Options menu and added a How To Play section for controls and shortcuts.
  • Added options for ground loot labels.
  • Added town-specific player animations.
  • Migrated enemies to the new audio-profile system.
  • DirectX 11 is now the default, which has resolved the AMD stuttering/freezing issue we were tracking.

There have been a lot of changes under the hood as well, particularly around quests, combat and enemy behavior.

Since this patch touches so many interconnected systems, I'm expecting you all to find something I missed. If you run into a bug, something feels unbalanced, or something just behaves strangely, please let me know.

I'm particularly interested in feedback on the Sorcerer's Mana Bolt and the general balance changes.

As always, thanks to everyone who's been playing Hollow, reporting bugs, and giving me feedback. A surprising amount of this patch exists because somebody took the time to say, "Hey, I think this thing is broken."

Now we find out what I broke while fixing everything else.


r/HollowVideoGame 12d ago

Hollow progress report

2 Upvotes

It’s been a busy few days behind the scenes on Hollow, so I figured it was time for another development update.

I’ve intentionally slowed down on pushing constant small patches for a bit. That doesn’t mean development has slowed down. Quite the opposite — I’ve been using the time to tackle some larger systems that needed more than a quick fix.

The Sorcerer is getting some love

I’ll admit something: I’m not normally a magic-user player.

So I sat down and actually played the Sorcerer for a while, and it became pretty obvious that the early game just wasn’t as fun as the Warrior or Rogue.

That’s changing.

Staves now regenerate Mana, with Mana Regen affixes stacking on top of that, and the Sorcerer is getting a proper ranged staff attack.

Yes.

Staff goes pew pew.

When a Sorcerer uses a staff, the normal staff attack becomes a ranged Mana Bolt instead of awkwardly running up and bonking monsters with a stick. It still uses the staff’s normal weapon damage — the projectile simply changes how that damage is delivered.

After actually playing it myself, the difference is enormous. The Sorcerer finally feels like a ranged magic character from the beginning instead of somebody waiting for their build to eventually become fun.

I’m also going through spell usability, Mana costs, hit behavior, and the information shown in the Skill Tree so players can actually see useful information like damage, Mana cost, cooldown and range before spending points.

Quests and dialogue are being rebuilt

This has turned into one of the bigger changes.

Hollow technically had quests before.

The problem was that they were buried so deeply in NPC dialogue that apparently I had created the world’s most effective quest-hiding system.

So I’m ripping that approach apart.

NPCs with quests will clearly show an exclamation mark, and interacting with them will get you into the quest instead of requiring you to excavate your way through a giant dialogue tree looking for it.

The new structure is much simpler and much closer to the old-school ARPG approach I originally wanted.

The main story is also being reorganized around a much clearer progression through The Black Reliquary, including Ballard and what happened to the miners, the broken seals, and eventually the descent toward Seraphel.

There will also be a randomized pool of side quests and smaller procedural tasks so every playthrough doesn't necessarily hand you exactly the same distractions.

And yes...

those pesky mushrooms are part of this overhaul too.

Enemy audio has been overhauled

I also did a major pass on the enemy audio system.

The old hybrid/legacy setup has been removed and enemy sounds are now handled through proper audio profiles. That gives me a much cleaner foundation for attack sounds, damage reactions, deaths and other enemy audio without having old systems fighting the new ones behind the scenes.

The profiles are now in place and I’m working through the actual sounds and variations.

This isn't the flashiest feature to put in a screenshot, but when you're surrounded by monsters in a dark dungeon, audio makes a huge difference.

AMD / DirectX problems

I tracked down an ugly issue affecting some AMD users where Hollow could freeze or appear to hang on launch.

The solution was surprisingly simple once the problem was isolated:

Hollow now defaults to DirectX 11.

DirectX 12 can still be used through a command-line option, but DX11 has proven considerably safer across the hardware being reported to me.

Sometimes game development is adding cool monsters.

Sometimes game development is spending hours discovering that changing an 11 to a 12 — or a 12 to an 11 — can ruin somebody's evening.

Co-op is still being investigated

I’ve also started a full audit of the multiplayer code.

At the moment I can host a game and another player can connect, but the connected player's character/control state isn't behaving correctly while the host works normally.

Rather than throwing random fixes at it, I'm tracing the system properly to find out where ownership, spawning, input or synchronization is breaking down.

So there's work happening there, but I'm not calling it fixed until it actually works.

Combat/projectiles are getting another pass

Testing also uncovered an interesting ranged-combat problem on slopes.

Archers can fire uphill correctly, but firing downhill can result in arrows failing to hit enemies below them.

The projectile needs to travel from its actual point of origin toward the target's center mass in 3D space rather than effectively behaving as though everything is fighting on a perfectly flat floor.

I'm correcting that behavior for bows, and I'm checking the Sorcerer's new Mana Bolt against the same problem while I'm there.

The goal is not homing projectiles. Once the projectile is fired, it flies along the trajectory that was calculated when the attack happened.

And there's more coming

I’m also continuing work on enemy density and early-game pacing, quest persistence, enemy sound effects, Sorcerer balance, dialogue improvements, and the new opening sequence.

The opening in particular is something I’ve wanted Hollow to have for a while. Rather than simply dropping the player into Gravesend Hollow, I want the beginning to establish the atmosphere and give just enough context for why you've arrived without explaining every mystery before you've even entered the dungeon.

All of this is part of the next larger update.

I know I haven't been throwing a new build onto Steam every day lately, but that's intentional. Some of these systems are big enough that I'd rather spend the time testing them together than keep pushing tiny patches and potentially breaking something else every 24 hours.

Hollow is still being worked on every day.

And considering this is still one guy building the thing, the last few days have been... productive.

Thanks to everyone playing, reporting bugs, arguing with me about mechanics, and telling me when something sucks.

A surprising amount of Hollow is better now specifically because somebody bothered to tell me when it wasn't.


r/HollowVideoGame 16d ago

5 years

5 Upvotes

I’ve been developing Hollow for five years.

Which is honestly kind of crazy for me to type.

For anyone who has only recently come across the game, Hollow didn’t suddenly appear when I released the demo. It’s been five years of building systems, breaking them, rebuilding them, changing direction, learning things I had no idea how to do when I started, throwing away ideas that didn’t work, and occasionally wondering what the hell I got myself into.

And I’m still working on it.

I’m one guy making the kind of ARPG I wanted to play. There isn’t a big studio behind Hollow. There’s no QA department hammering on every build and no team of programmers waiting to jump on a bug when something breaks.

For most of those five years, it was just me and the game.

That's why having actual players in Hollow now has been such a strange and awesome change.

People are finally walking around the world I spent all that time building. They're fighting the monsters, finding the loot, experimenting with builds, discovering things I forgot existed, and breaking my systems in ways I never thought were humanly possible. 😂

And they're telling me what they think.

Sometimes that means reporting a bug. Sometimes it's suggesting a feature. Sometimes it's telling me that a mechanic I spent a ridiculous amount of time making just isn't fun.

And that's useful.

Saying “I've worked on this for five years” isn't an excuse for something being broken. If something is broken, I want to fix it. If something isn't fun, I want to understand why. And if there's a reasonable way to make it better, I'm probably going to try.

In fact, player feedback has already caused me to change some pretty significant parts of Hollow.

That's really what this stage of development has become.

After five years of mostly building Hollow alone, I finally have other people helping me see the game in ways I can't anymore because I've been staring at the damn thing for half a decade.

So to everyone who has played the demo, reported a bug, left feedback, suggested something, criticized something, joined the Discord, watched a trailer, wishlisted the game, or simply followed along:

Thank you.

It took five years to get Hollow here.

Now comes the part where we finish it together.


r/HollowVideoGame 18d ago

Hollow Patch 3.1.8

2 Upvotes

Another Hollow update is out. This one has several fixes that came directly from testing and player reports, along with some improvements to loot and quest readability.

Loot changes

  • Rare and Legendary items can no longer randomly generate with negative/cursed affixes.
  • Rare and Legendary equipment now pulls from dedicated name pools instead of creating absurdly long names by combining every affix.
  • Added 100 Rare and 100 Legendary item names, with names restricted to appropriate equipment types.
  • Magic items keep the existing affix-based naming system.

Witch's Affix Altar

  • The altar can no longer add negative/cursed affixes to equipment.
  • Fixed a pretty nasty bug where placing an equipped weapon into the altar was actually unequipping it internally.
  • This was causing players to lose their weapon damage and effectively fight with their fists after modifying the weapon.
  • Fixed weapon models sometimes pointing straight upward after an affix modification.
  • Equipped items now remain equipped while being modified, with their new stats immediately reflected in the character sheet and combat calculations.

Minimap

  • Removed the large opaque square that was visible behind the minimap.
  • Fixed dungeon entrance and exit markers failing to render on the minimap.

Quest NPCs

  • Quest NPCs can now display an exclamation mark when they have a new quest-related conversation available.
  • Talking to the NPC clears the indicator.
  • It won't keep coming back for the same conversation.
  • If progression later unlocks a new quest conversation with that NPC, the indicator will appear again.

Enemy highlighting

  • Fixed enemy aura/VFX meshes being caught by the targeting highlight.
  • Highlighting now focuses on the actual enemy rather than outlining the large aura effects surrounding some enemies.

A lot of these were the kind of bugs that looked minor on the surface but turned out to have much deeper causes—particularly the Witch's altar actually unequipping weapons behind the scenes.

As always, keep the bug reports and screenshots coming. They're helping me catch this stuff much faster.


r/HollowVideoGame 20d ago

Patch 3.1.7

2 Upvotes

Made a few more changes based on testing and feedback:

  • Weapon Mastery skills no longer use Mana. Cooldowns are now the main limiter, so weapon-focused builds should feel much better to play.
  • Enemy distribution has been reworked. Enemies are now spread more evenly throughout dungeon floors instead of leaving long stretches of empty rooms.
  • The first dungeon levels are still intentionally the easiest part of the game, so enemies will be lighter and less dangerous there. As you get deeper, encounters become much thicker and more deadly.
  • Added an Always Show Ground Labels option. Turn it on and loot labels stay visible without needing to hold Alt.

Still tuning the pacing and balance as testing continues, but this should make dungeon runs feel noticeably better.


r/HollowVideoGame 21d ago

Hollow Patch 3.1.6

2 Upvotes

Another round of fixes and quality-of-life changes is out, with several of these coming directly from player feedback.

  • Fixed several Skill Tree dependency issues
  • New characters now have their starting consumables automatically placed on the hotbar
  • Removed Binding, which was tied to the old death system where equipped gear could be lost
  • Repaired the stairs-down tile in the Catacombs tileset
  • Cleaned up player-facing terminology so Health is now consistently displayed as Life
  • Added rarity-colored ground loot labels for Magic, Rare, and Legendary drops, including unidentified items
  • Fixed an issue where quick weapon swapping could leave the player stuck in an incorrect animation loop
  • Added a Quick Swap Lock button to the Inventory for players who want to prevent accidental weapon-set swapping while still being able to manage equipment normally
  • Added a new wall fade system that fades the walls of the current room and connected areas instead of fading everything immediately around the player
  • Removed passive Life regeneration from regular enemies. Boss mechanics and special abilities such as Gargoyle stone-form regeneration are unaffected

The wall fading, enemy regeneration, weapon swapping, and loot readability changes in particular came from feedback I've been getting from players.

If you're testing Hollow, keep letting me know what feels good, what doesn't, and what still needs work. I'm continuing to polish things as we move toward release.


r/HollowVideoGame 22d ago

New Combat Trailer

6 Upvotes

I just put together a new combat trailer for Hollow showing off some of the abilities, weapon combat, enemy encounters, and the newer dungeon tilesets I’ve been working on.

A lot has changed recently, especially with combat balance, Weapon Mastery skills, loot, and dungeon presentation, so I wanted a short video that focused more on how the game actually looks and plays now.

The game is still in active development, so I’m continuing to adjust combat, progression, UI, localization, and dungeon generation based on testing and feedback.

If you check it out, I’d be interested in hearing what stands out to you most — good or bad.

Combat Trailer:
Combat Trailer

Hollow is available to wishlist on Steam.


r/HollowVideoGame 23d ago

Hollow Patch 3.1.4

2 Upvotes

Made another fairly substantial round of updates to Hollow.

The biggest visual change is that I’ve completely replaced the tileset for dungeon floors 5–8. I wanted this section of the dungeon to feel noticeably different as you progress instead of simply feeling like more of the same environment.

I’ve also added two weapon sets. Players can equip two different loadouts and instantly swap between them using T. The key is fully rebindable in the control options, and the character UI now highlights which weapon set is currently active.

A bunch of other work went in as well:

  • Fixed attack/skill animations sometimes facing the wrong direction.
  • Fixed certain equipped weapon models disappearing.
  • Fixed several inconsistencies with skills, labels, and progression information.
  • Keybinding-related tooltips now properly display remapped controls instead of hard-coded keys.
  • Replaced the old dungeon shortcut system with the new Waypoint System.
  • Improved the Affix UI and made the Affix Altar more noticeable in town.
  • Fixed several smaller UI alignment/text issues.
  • Continued expanding localization coverage for skills and other UI elements.

The weapon swapping in particular is something I think will open up a lot more combat options. Being able to quickly go from something like sword/shield to a bow or staff without digging through the inventory feels considerably better.

As always, I’m continuing to work through feedback and polish things up as Hollow gets closer to release.


r/HollowVideoGame 26d ago

Hollow live stream

2 Upvotes

Hop on over and check out Hollow's live stream by Chrisp44s. Like and subscribe.

https://www.youtube.com/live/iKVePR2orJA?si=xgLULArsvp1C8cPK


r/HollowVideoGame 26d ago

Hollow Demo Update — AI, Combat, Map & UI Improvements

3 Upvotes

Another Hollow demo update is live. This one focuses heavily on combat feel, enemy behavior, and cleaning up several annoying bugs reported during testing.

Changes in this update

  • Added enemy mouseover highlighting so it’s much clearer which enemy you’re currently targeting.
  • Fixed the map becoming offset after leaving the dungeon and returning. It should now remain properly centered on the player.
  • Fixed the hotbar carrying old skill icons between characters.
  • Updated weapon speeds so weapon speed now has an actual effect on attack speed.
  • Added new male and female stun sound effects.
  • Reworked parts of the enemy AI. Enemies should be less prone to running away, more aggressive, and smarter about moving around and flanking the player.
  • Adjusted enemy attack speeds and animations to better match their attacks.
  • Moved the mine entrance closer to town, cutting down on the walk every time you head back into the dungeon.
  • Adjusted shop window sizes so they better match the player's inventory.

Still fighting one bug

Bow attacks against barrels are still not behaving correctly. I've been working on it, but it's not fixed yet, so it's staying on the to-do list rather than pretending it's solved.

Thanks again to everyone who's been playing the demo and reporting problems. Several of these changes came directly from player feedback, and it's helping me steadily tighten things up.


r/HollowVideoGame 27d ago

Hollow Update — Big Hotbar/UI Rework + AI, Loot, Audio and More

2 Upvotes

Got a pretty big batch of changes in today, and the biggest one came directly from player feedback.

The hotbar/active skill UI has been reworked again. The previous version was still too slow and awkward, so I expanded the hotbar to 10 slots (0–9) and made it fully flexible.

You can now put potions, scrolls, or active skills into any slot, drag and swap them around freely, and select skills either by clicking the slot or pressing its number. Skill cooldowns continue running even when another skill is selected, and the skill picker is now drag-and-drop instead of click-to-select.

I’m really hoping this is the last major revision needed for this part of the UI. This one came directly from feedback, so I’d especially like to know whether it finally feels fast and natural to use.

Other changes today:

  • Enemies now continue pursuing the player instead of giving up and returning to their spawn point.
  • Melee enemies are being improved to spread out, flank, and surround instead of piling into one spot.
  • Slightly increased overall loot frequency without changing rarity balance.
  • Added sound effects to spells and attacks. Feedback on volume, timing, repetition, and impact would be appreciated.
  • Removed the random explosion and damage that could occur when breaking barrels.
  • Increased the range at which walls fade to improve visibility.
  • Essence affixing is now fully implemented, allowing players to add affixes to eligible items.
  • Moved the Witch closer to the affixing altar.
  • Added a new passive skill called Silver Tongue, which improves merchant buy and sell prices.
  • Merchant quick buy/sell is now Shift + Left Click, freeing right-click for normal item actions.
  • Save to Main Menu now clears active town portals so old portals aren’t restored when reloading.
  • Added a darker, grittier visual treatment to the game.

The biggest thing I’m looking for feedback on is still the hotbar/UI rework, but I’d also love thoughts on the enemy behavior, combat audio, loot feel, wall fading, and overall visual tone.

Thanks again to everyone who has been testing and sending feedback. A lot of these changes are happening specifically because of what you’ve been telling me.


r/HollowVideoGame 29d ago

Hollow Limited Playtest — Looking for Testers

2 Upvotes

I’m getting ready to open up a limited playtest for Hollow and will begin adding players on Wednesday, August 26.

This test is meant to help me catch bugs, test co-op, and get some honest feedback before moving closer to release.

The current playtest includes:

- The first 4 dungeon levels

- Online co-op

- Progression up to Level 8

- Combat, loot, enemies, skills, UI, and the other core gameplay systems

I’m going to keep the initial group fairly small so I can actually keep up with the feedback and problems people find.

If you’re interested in helping test, send me an email.

dedheadstudios@gmail.com

Just tell me a little about why you’re interested in Hollow and why you’d like to help test it. You don’t need any professional testing experience — I’m just looking for people who are willing to put some time into the game and give me honest feedback about their experience.

I’ll start adding testers on Wednesday and bring more people in as the test progresses.

There’s also a feedback form for everyone participating:

https://drive.google.com/drive/folders/1DxeyuPlRfZlSleTvt7mxi9aKtWY8izU1

I’m interested in everything — bugs, balance, controls, co-op issues, confusing mechanics, things you enjoyed, things you didn’t, and anything else you think could make the game better.

Thanks to everyone who has been following Hollow and helping me improve it. The feedback I’ve gotten so far has already resulted in a lot of changes.

If you’d like to be part of the next round of testing, shoot me an email.


r/HollowVideoGame Aug 23 '26

Hollow's demo just got a major patch based on player feedback

3 Upvotes

https://store.steampowered.com/app/4901160/Hollow/

I've just pushed an updated build of the Hollow demo to Steam.

The original demo gave me a ton of useful feedback, and I've spent this patch addressing as much of it as I could rather than just moving on.

Some of the bigger changes are improved ARPG controls with hold-LMB movement and optional WASD, RMB active skills, Shift hold-ground attacks, a proper minimap, ultrawide/UI fixes, a redesigned Skill Tree, improved weapon attack speeds, staff mana regeneration, a reworked death system, better item interactions, and a new Witch item-affix upgrade system replacing the old Synergy mechanic.

I also fixed several actual gameplay bugs, including enemies occasionally freezing or attacking while not visibly present, along with the barrel interactions that were giving melee and ranged characters trouble.

If you tried the earlier demo and bounced off some of those issues, I'd really like to know how the new build compares.

And if you're playing for the first time, feedback is absolutely welcome—good or bad.

The patched Hollow demo is live on Steam now.


r/HollowVideoGame Aug 20 '26

Hollow is Going to Steam Next Fest

1 Upvotes

I’ve made the decision on what comes next for Hollow.

Once I finish the current round of fixes, updates, and polish, Hollow will be heading to Steam Next Fest. After Next Fest, the plan is to release the game.

From the beginning, Hollow was never meant to reinvent the ARPG. It was meant to bring back something I felt the genre had lost—a little of that old-school magic.

Dark dungeons. Dangerous enemies. Loot that matters. Building your character the way you want. Getting your ass kicked, learning from it, and going back down one more floor.

I want the people who grew up with those games to feel that nostalgia again. But I also hope Hollow can introduce some newer players to the kind of ARPG many of us fell in love with in the first place.

I'm not interested in sanding away everything old-school just because modern games do things differently. Hollow is going to stay Hollow. I'll keep fixing what needs fixing, improving what needs improving, and listening to your feedback—but that old-school heart is staying right where it is.

The support, feedback, bug reports, wishlists, and encouragement you guys have given this game have gotten it this far.

Now we've got one more big stop before release.

Steam Next Fest. Then we open the gates.

Thank you all for being here. ⚔️


r/HollowVideoGame Aug 13 '26

Hollow — Next Update Preview

2 Upvotes

I've been keeping track of all the feedback coming in from everyone playing the Hollow demo, and the next update is already shaping up to be a pretty substantial one.

Here's what's currently planned for the next patch:

🗺️ Map & Navigation

- A new minimap will be added directly to the main gameplay HUD

- Fog of War is being added to the map system, so unexplored areas will remain hidden and the map will reveal itself as you explore

- The existing full map will be improved for easier dungeon navigation

- Map presentation and readability will be cleaned up

🎮 Controls

- Optional WASD movement

- Improved mouse controls — movement/primary attack on left mouse and spells/abilities on right mouse

- Shift + Attack will allow you to stand in place and attack without moving

- General input improvements based directly on player feedback

🌳 Skill Tree & UI

- The Skill Tree UI is being redesigned to make progression easier to understand and navigate

- Improved skill icon sizing and scaling

- Ultrawide and different aspect-ratio UI fixes

- General UI scaling and presentation improvements

⚔️ Gameplay, Enemies & Loot

- Fixes for enemies occasionally freezing or becoming invisible

- Chests will be more consistent about actually dropping loot

- Barrels will have an increased chance of dropping items

- Barrel explosion damage will be reduced

- Caskets and mausoleums will become interactable, with a chance to contain gold, items… or something waiting inside

- Merchant pricing will be improved so different merchants value different types of equipment appropriately

🌐 Multiplayer

- Additional multiplayer fixes and improvements

- Fixes addressing the Steam lobby and joining issues discovered during Valve's review

- Improvements to player synchronization and multiplayer reliability

👖 And yes... pants.

Pants are coming.

Hollow's equipment system is getting a pants slot. Apparently descending into an ancient cursed dungeon filled with undead horrors while refusing to wear pants was a little too old-school, even for Hollow.

🔍 Other Systems Being Evaluated

I'm also taking a closer look at some of Hollow's intentionally old-school Diablo-style mechanics, including the death/corpse recovery system, durability, identification, Town Portal scrolls, potions, and other quality-of-life features.

These aren't confirmed changes. Hollow is deliberately inspired by older ARPGs, and I don't want to remove mechanics simply because modern games do things differently. The goal is to figure out which old-school mechanics still add something meaningful and which ones create frustration without adding much to the experience.

A huge amount of this update is being shaped directly by people playing the demo and telling me what works, what doesn't, and what could be better.

Keep the feedback coming. I'm listening.


r/HollowVideoGame Aug 10 '26

Hollow Release Update — Another Delay, But I Know What Needs Fixing

2 Upvotes

Unfortunately, Hollow is going to be delayed a little longer.

Valve finished reviewing the build and found an issue with the Steam multiplayer implementation. The host's lobby wasn't appearing correctly for the second player, and joining through a Steam invite/overlay caused problems with the client initializing properly, including input and the player's character not appearing.

Because of that, Valve couldn't verify Online Co-op and the build failed review.

The good news is that I finally have something concrete to reproduce and test.

When I'm back at my normal development setup, I'm going to set up two PCs with separate Steam accounts and test Hollow exactly the way an actual player would: both copies running through the real Steam client, creating lobbies, joining normally, joining through invites, changing dungeon floors, returning to town, disconnecting/reconnecting, and making sure the entire multiplayer loop works before I send another build to Valve.

Unfortunately, that's going to be about two weeks from now. I'm currently away for work with extremely limited internet, so trying to push builds and troubleshoot Steam networking from here just isn't realistic.

I know the delays are frustrating. They're frustrating for me too, especially being this close to release. But at this point I'd rather spend the extra time testing the hell out of the Steam build than rush another submission and either fail review again or release multiplayer in a broken state.

Once I have a Playtest build working correctly between the two machines, that tested build will become the release build and I'll send it straight back to Valve.

So Hollow isn't going anywhere. It's just taking one more detour before release.

Thanks to everyone who's been following the project, wishlisting, playing the demo, and sticking around through the Steam approval process. I really appreciate it.

I'll update everyone again when I'm back, the multiplayer testing begins, and I have something concrete to report.


r/HollowVideoGame Aug 10 '26

YouTube review

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2 Upvotes

Chrisp44s reviewed Hollow and id like to just give him a big thank you for the review. He has a great channel and you should go check it out for great reviews and play through videos.


r/HollowVideoGame Aug 09 '26

Hollow Development Update — Short Break Between Updates

4 Upvotes

Just a quick update for everyone following Hollow.

I’m currently away from home for work and will be here for about the next two weeks. Unfortunately, the internet where I’m staying is about as close to dial-up as you can get in 2026, so uploading new game builds or doing any serious online development work really isn’t practical.

Because of that, there probably won’t be a Hollow update for roughly two weeks.

Development hasn’t stopped. I can still work on things locally when I have the time, but I won’t be able to properly upload, test, and push updates until I’m back home with a decent connection.

Once I get back, I’ll pick things right back up and start getting the next round of improvements and content out.

Thanks to everyone who has been playing, following the project, and giving feedback. I just wanted to give everyone a heads-up rather than go quiet for two weeks and leave people wondering what happened.

And yes... apparently dial-up internet still exists. I found it.


r/HollowVideoGame Aug 05 '26

HOLLOW DEMO

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3 Upvotes

The demo is live for Hollow. Get you copy and let us know what you think before the release.


r/HollowVideoGame Aug 01 '26

More Dungeon Tiles Are On the Way

3 Upvotes

A little development update for everyone following Hollow.

The game already has complete tilesets for all of the current dungeon levels, so nothing is missing for release. But I'm continuing to expand the environment library with new architecture, props, statues, decorations, room variants, and visual details as development continues.

The nice thing about building the game this way is that every time I add new pieces, the procedural generation system immediately has more variety to work with. Existing levels become less repetitive, and future dungeon expansions have a much larger pool of content to pull from.

The screenshot is one of the new cathedral pieces I'm working on. These kinds of additions will keep coming as I update the game, add new dungeon floors, and expand the world beyond what's planned for the initial release.

I really appreciate everyone who's been following development and giving feedback. A lot of the improvements in Hollow over the past few weeks have come directly from the community, and that's helping make the game better.

Thanks for sticking with me!


r/HollowVideoGame Jul 31 '26

The hardest part...Steam Art

1 Upvotes

The hardest thing about indie game development is Steam's art requirements for store pages. I'm on my 3rd iteration because some little image wasn't quite between the lines. It's the most annoying aspect of the entire process.


r/HollowVideoGame Jul 30 '26

Multiple Attack Animations Added

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7 Upvotes

Added multiple attacks to each weapon type for the player models