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The House In The Hollow

First Person Adventure Game

Realistic Ray Traced Environments
Explore in Real Time

Wishlist Game

Discover the Secrets of the Hollow

Unravel the Mystery in order to Escape

Want To See More?

Start with The House In The Hollow Cinematic on our YouTube Channel or read more about the game & studio.

The House In The Hollow

Francis Barrett was an English magician and occultist who led a reclusive life, spending most of his time in an isolated manor house.

Nestled in a hollow and surrounded by a dense forest, the house was hidden from the world.

Little is known about Francis Barrett beyond his authorship of The Magus, a Celestial intelligencer and compendium of occult and magical information.

Over the many years since Francis Barrett disappeared, people have attempted, without success, to find the mysterious house and discover what happened to Mr. Barrett.

No one can be sure what experiments Francis Barret performed, or what was conjured up, in that house.

Some who have gone searching for the house have never returned.

The House In The Hollow - Development Progress

Content Creation


Programming & Scripting


Overall Game Completion


Game Features

First Person View

First peron view to heighten immersion and bring the game world to life.

Particle Simulation

Includes environmental & asset particle effects for increased realism.

Post Process Effects

Combines advanced color correction, ambient occlusion & eye adaption.

Foliage & Wind

Uses the power of the Speedtree foliage system and includes full wind animation.

Physical Audio

Makes use of physical audio propagation modeling & layered sound concurrency.

PBR Texturing

Integrating multi layered texturing with Physically Based Rendered materials.

Game Physics

Incorporates game physics for both cloth & interior fittings & fixtures.

Environmental Effects

Makes full use of light shafts, temporal anti-aliasing and tone mapping.

Challenging Exploration

Progress requires exploring & problem solving in order to solve the mystery.

Our working process

Design creation

Firstly, our 3D artists create concepts for the environments and locations then turn those ideas into 3D models.


Then our developers begin to work on implementing the environments blueprints, programming and scripting.


Finally, our QA experts make sure that everything works perfectly just as you would expect.

Still have some questions? Feel free to get in touch

Contact Us

Software Partners