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The Hollow Moors

Keep the fire lit. Chop by day, craft at dusk, and hold the circle of light when the lamps come in off the moor. How long can you last?

DRM-free on Windows, macOS, Linux and Android. A game from Ikigai Game Studios.

The trailer, all in the game's own renderer and music. It starts muted. Watch it on YouTube

New in v0.0.37

The moor, relit

There is a sun now, and it moves. It comes up low and gold, climbs to noon and goes down the other side, and everything standing in it throws a shadow that turns with it.

After dark the fire, the lamps and whatever you carry throw shadows of their own, and under the big moon the trees throw moon shadows across the camp. The moor rolls, the bracken and the fern grow thick under the trees, and crows, grouse, rabbits and red squirrels are out on it with you.

Three graphics levels, one world. Pick one in Video settings; it is the same camp in all three of these.

The camp in the morning in Classic graphics: blocky quarter-tile light and hard pixel shading

Classic

The pixel look, blocky light and all.

The same morning in Modern graphics: smooth light, glow and hard-edged sun shadows

Modern

Smooth light, glow and a warm grade.

The same morning in Beautiful graphics: soft sun shadows, sharp where the logs meet the ground, and dark creases where things meet

Beautiful

Soft shadows, shading in every crease, the fire throwing shadows and the ground stood up in relief.

One day, one night, forever

The loop

By day

Chop and gather

Swing your axe at anything that grows. A tree leans back from each blow, then goes over and leaves its logs where it lands. Wood, stone, apples and mushrooms all go in the bag, and the bag is never big enough.

At the bench

Build up the camp

Turn logs into tools, fences, stake lights and better fires. The axe starts out rusty and ends up steel. A ring of stones tonight, a palisade and a proper fire pit by the weekend.

At dusk

Feed the fire

Nothing out there will cross the firelight. Every log keeps the circle wide, and nothing outside it is safe.

After dark

Hold the light

They gather at the edge of the light and wait for it to shrink. Let the fire die and the run ends.

What early access gets you

Yours to keep

DRM-free

No launcher, no always-online check, no licence server. Once it's installed, it runs without an account or a connection, for as long as you keep it.

Updates itself

Sign in inside the game and new builds download in the background on Windows, macOS, Linux and Android.

Every build to launch

One purchase covers every alpha and beta build, and a Steam key when it launches.

Play together

Host a world on your home network from the desktop or Android game, and friends join your fire. Online play with a room code comes with the beta. Everyone keeps the tokens, stickers and tapes they earn there.

One hollow, three ways to see it

Play it your way

The same world through three cameras. Classic isometric shows the whole camp at once, so nothing reaches you unseen. One key puts you in 3D behind your wanderer's shoulder, among the trees, where the canopy closes over you and you can't see what's behind you. Zoom all the way in and you are looking out of their eyes, with the axe in your own hand.

The camp seen from above in classic isometric view, four wanderers round the fire
ISOMETRICSee the whole camp.
The same night from behind a wanderer's shoulder in 3D, the firelight on the ground ahead and the dark trees beyond
THIRD PERSONStand among the trees.
The same night in first person: a sword in the wanderer's own hand and a boggart coming out of the dark ahead
FIRST PERSONHold the blade yourself.

Playing together, everyone picks their own view: one of you can watch the clearing in isometric while another meets the boggarts at eye level.

Where it's set

The Hollow Moors, winter 1999

The sign says the Hollow Moors, after something that's meant to be out there.

The edge of the Hollow Moors, in the last winter of 1999. Every step up in your fire opens up about twice as much ground: rolling moorland with rock breaking through it, abandoned camps and stone rings to find, a dense forest to the west, marsh pools to the south, a railway station nobody uses any more and, past the bog, what is left of an abbey.

Days last six minutes, so there's time to go somewhere and come back. Finds and chests get better the further the fire reaches.

A wanderer walking past the old station building and the rails in 3D, the forest behind

North-east of camp

The old station

The Hollow Beck line closed on 6 March 1965. A torn platform ticket near camp is the start of a trail up it: three pieces of a signalman's card, the stationmaster's keys, and eight levers in the signal box that have to be pulled in the right order. The lost property office has things worth the walk.

Past the bog

The abbey

Three storeys of pale stone open to the sky, and a tower two stages higher through the middle. Stone stairs climb from the nave to the top floor and on up the tower. The best chests are at the top, and something has been living up there.

To the south

The marsh

Pools, reeds and wet banks, with one clear way across. Keep to the trail and you'll keep your boots dry.

Pines and orange-leaved trees on the rolling moor in 3D, bracken and fern under them

To the west

The forest

The trees close in. Good wood, plenty of stone, and a lot of trunks to lose the fire behind.

After dark

Out of the light

Nights are two minutes of trouble. Boggarts and barghests keep coming, more every night you last, and they spot you from further off when you're out of the light.

Sixty-two nights to midnight

Halloween to the millennium

Five of you came out to the hollow on a dare. The first night was fine. You woke on Halloween morning alone in the fog. Every world starts on Sunday 31 October 1999, and the last night is New Year's Eve. Hold out to midnight on the 31st and the Millennium Bug comes for the camp. Keep the fire lit until dawn and it is the year 2000.

Some nights are not like the others. The fog comes right in to the firelight on the 12th of November, and there are stalkers in it. On the 18th the Leonids come over, and one of the shooting stars comes down on the moor with something in it. In December a railway telephone nobody has used since 1965 rings on the 3rd, your pager goes off on the 17th, and Christmas Eve is quiet, with a present by the tent in the morning.

5 November

Bonfire Night

Somebody out on the moor is letting off rockets, and the fire burns slow all night.

26 November

The storm

Rain from dusk to dawn. The fire eats logs, and every flash of lightning shows you what is at the edge of it.

10 December

The power fails

Every light on the moor goes out at once, and the fire is the only light for miles.

22 December

The biggest moon in a hundred years

Bright enough to see the treeline at midnight. It brings out the Hollow as well.

After dusk

The 18:10 calls

Nothing has been timetabled at Hollow Beck since 1965. Set the signals off and something stops at platform one anyway.

31 December

The Millennium Bug

At midnight every light you built goes dark. Get the fire to dawn and the year 2000 starts with fireworks over the camp.

The moor turns

Winter comes for you

The land follows the date. It goes over, it goes brown, it frosts, and by the twentieth of December there is snow on it that stays into January. It is the same camp in all four of these.

The camp in 3D under a tired green moor, the bracken beginning to turn

31 October

Late autumn

Bracken, red shrubs and grass gone gold, and the leaves coming down in drifts. Pumpkins in a patch behind a broken field wall, bunting up at camp, and the friends’ own jack-o’-lantern kicked over by the tent.

The same camp in 3D with the moor gone bracken brown, the trees thinning

11 November

Bare November

Bracken brown, the tall grass bleached, the red shrubs gone dull. The trees thin out, the hard fern stays green in the shade, and what is left of Halloween goes sodden.

The same camp in 3D under a hard frost, rime on the grass and the stone gone dark

1 December

Frost

Rime on the grass and the wet stone dark. What would have been rain comes down as sleet, and the nights start to bite.

The same camp in 3D under snow, the paths trodden dark through it

20 December

Snow

Snow lying on the moor and the paths trodden dark through it. Flurries, steady falls, and the odd blizzard that closes the whole moor in.

The cold gets into you, and there is no new bar for it. Stay out in it and your food burns faster, then your health goes; the edges of the screen frost over and you can see your breath. A lit fire's circle keeps it out, and so do a roof over you, a stake light, and something hot inside you.

So you go and get a coat. There are sheep out on the moor that let you walk up to them and bolt if you run. Hand shears off the first bench take the fleece, and it grows back in a few days. Somewhere past the second fire's reach there is a shepherd's bothy with a loom still in it, and nine wool makes a coat you wear from then on.

And right out at the edge, where only the biggest fire lets you walk, somebody else's pitch has been left as it fell: the tent down, the stove cold, and a gas lantern still burning on the pole. It lights all round you, it warms your hand, and you can set it down at camp. There is one.

No signal out here

It's 1999 in the hollow

A find from 1999: a tape player with the cassette chewed through, and what the Wanderer makes of it
One of ten. Side B is gone for good.

The woods are full of what people dropped on the way through: a tape player, a handheld with four flat AAs, a phonecard with twenty units left and not a phone box for miles. Ten finds, scattered further and further from camp, and none of them any use to you.

Press use on one and your wanderer stops for a moment and thinks about it. That's the point. Each one is a sticker in the sticker album, which keeps your tally across every run, so pushing out to the far rings is worth something even after the fire goes out.

Rows of carrots, potatoes and tomatoes in tilled soil near camp, one wanderer hoeing a new row

At the workbench

Live off the land

Till the ground with a hoe and plant a carrot, a potato or a tomato: one in, several out. Rain waters them. A berry planter, a stew pot, a storage box and a log store that dries the logs a rainy day leaves you.

Out on the moor

Hunt for the pot

Rabbits, red grouse and roe deer are out on the moor with you. Stand still and they come closer; run and they scatter. Take one with a thrown stone, the bow or a close swing, or set snares from the bench and check them at first light.

With a rod

Fish the pond

Face the water and cast. Something bites after a while and you have a moment to strike. Fish is fine raw, better on the fire and best in a stew.

The night camp with the CRT filter on: scanlines, a phosphor mask, and the picture bowed into the curve of a tube

Settings, then Video

Play it on a CRT

Scanlines, a phosphor mask and a flicker at four strengths, and a shape option that bows the whole picture into the glass, corners and all, on the desktop build. It sits over the menus too.

The bag open over the camp: a grid of tools, logs, stone, meat and arrows above the nine-slot bar

Press I

A bar and a bag

Nine numbered slots always on the bar. Find a backpack in the woods and you get nine more behind it; a bigger one holds eighteen. Everything stacks only so high, so a slot is worth something.

A wanderer at the edge of the marsh in 3D, pools and reeds stretching away

In 3D

Walk it yourself

Pools, reeds and the treeline beyond, at eye level. The mist stops at whatever your fire can reach, so feed it and the world opens up.

Night in 3D: wanderers running out from the campfire to fight boggarts coming out of the dark forest

After dark

Night by the fire

In 3D you stand in the dark instead of looking down on it. The boggarts wait just past the firelight.

What outlives the fire

Something to show for it

A run ends when the fire does. What you earned on the way doesn't.

Arcade tokens

Dawns, friends brought home, finds and stickers all pay out tokens, and they are banked the moment you earn them. A run that ends on night four still paid. No shop sells them for money.

Starting kits

Spend tokens before a new world on a packed lunch, a scout's rucksack, a first aid tin or a BMX.

The sticker album

Eight pages: places, wildlife, friends, finds, mixtapes, November nights, December nights and the old railway. An empty space says how to fill it, and a full page pays extra.

Mixtapes

There is a cassette hidden on the moor for every song in the game, and a boombox by the tent that plays whichever ones you have found.

The music is made by the game while you play: 90s synths through tape hiss, changing with the hour, the fire and whatever is close by.

A new build comes out most weeks. What changed in each is in the changelog.

The earlier you buy, the less you pay

Own it from the start

ALPHA

£4.99

BETA

£7.99

LAUNCH

£14.99

Buy once and every build through to launch is yours, DRM-free, plus a Steam key at launch. The price goes up at beta and again at launch.

Not ready to play yet?

Get news by email

New builds, devlogs, and a warning before prices change. One or two emails a month, and a link to leave in every one.

By joining you agree to this: Email me news of The Hollow Moors: new builds, devlogs and a warning before prices change. One or two emails a month, and every one has a link to leave.

Support the game

Buy us a coffee

The Hollow Moors is made by Ikigai Game Studios. A Ko-fi donation pays for more evenings at the workbench.

Before you download

Questions

Is it really DRM-free?

Yes. The Windows, macOS, Linux and Android downloads don't check a licence when they start, don't need a launcher and don't need to be online. Signing in only adds cloud saves, automatic updates, and your wanderer's look, tokens, stickers and tapes on every device. Copies from Google Play, TestFlight or Steam come through those stores instead.

What does it cost?

£4.99 during alpha, £7.99 in beta and £14.99 at launch. Buying at any stage covers every build after it.

When is the beta?

In the next few weeks. It brings online multiplayer: host a world, hand a friend a room code and they join your fire from anywhere. The price goes to £7.99 when it starts, and anyone who has bought by then keeps every build through to launch.

Why do I need an account to download?

The account is how the site knows which builds are yours and how the game fetches updates. You don't need it to play: skip the sign-in and the game still runs.

How does updating work?

Signed in, the desktop game downloads the next build while you play and installs it when you quit. The Android download fetches it and asks you to tap install. Worlds carry over.

What if I don't like it?

Try the free browser demo first. If you've bought it and changed your mind, you get a full refund within 14 days.

Playable now on

WindowsmacOSLinuxAndroidiOS

Buy once and every new build is on your download page the day it ships, and in the game the next time you open it.