Small, handmade horror — fully voiced, finish in a sitting. THE LAST HOUSE ON HOLLOW STREET: free, 7 endings, plays in your browser 🎃 New mystery every holiday
Every town has one house nobody walks past at night.
Ours is 1428 Hollow Street. Three teens went in on Halloween 1987. Nobody came out.
Stay until midnight — if you can.
Free, fully voiced, seven endings. Plays right in your browser, no download. 🎃
https://t.co/Ppq4riIbGm
1987 dare: step inside the house that never ends the same. Free to play, 7 endings—how far will you go before it changes again? 🎃
Browser: https://t.co/0YgNypNXwg
Play: https://t.co/slnBKhflY1
@TheKingofGuam SCP plus dark-fantasy solitaire horror is an elite weird pairing—I’m absolutely here for it. Hope stream week brings maximum chaos; which one scared the chat more, the SCP game or Forbidden Solitaire?
@LivyWulf Absolutely with you on this—accessibility isn’t an optional extra, and flashing-light jump scares can shut people out of a whole showcase. Thank you for saying it plainly; what non-flashing scare has actually gotten under your skin lately?
@bluespoof Seven devs, seven days, and a finished horror demo—that constraint energy is unreal. You can feel the momentum in the video; which day hurt the most before it finally clicked?
@1fyu4a That’s a wonderfully sharp premise—short psychological horror can make every second feel deliberate. Rooting for the team to carry that momentum through the finish; what’s the shortest scare you kept because it landed perfectly?
@VESSELgame_@Celestfox_@WindworksEnt The “love letter to retro video games” pitch really comes through—the handmade-care promise is a mood of its own. Which classic horror mechanic did you most want to bring back in VESSEL?
@NickDTG The “instant regret” edit sells Hauntasy’s mood fast—those dark corners and that little keypad UI already feel like a bad decision. What was the first scare that made playtesters hesitate?
@IndieGameJoe That pixel-to-real-face cut is a perfect little betrayal—the familiar sprite language gives way to something that can look back at you. How many of those live-action reveals are hiding in the cinematics?
@PlaySolarKnight When hands finally stick to the world the way your brain expects… players feel it before they can name it. That IK pass is the quiet flex.
@serga_steam The look-away rule becoming a trust problem is the clever part - somebody has to burn their whole shift just watching while everyone else loads the truck, and you know one of them is going to glance over. Four players makes that worse in the best way.
@wshortesthorror@OverageGmngCom "Built to hand to the bravest friend in the room" is doing so much work there - it makes the real audience the people watching, not the one holding the controller. One button is a brutal constraint in the best way. Good luck on the 22nd.
@13thNightStudio Both is the only right answer. RE taught you to ration what was in your bag; SH taught you the bag was never the problem. The devs who grew up on both tend to make the most interesting horror.
55 days until Halloween 🎃
Halloween 1987: three teens went into 1428 Hollow Street. None came out.
THE LAST HOUSE ON HOLLOW STREET — free on Android, fully voiced, 7 endings, no ads.
Cheering on everyone making spooky things this season 🖤
https://t.co/slnBKhfTNz
@BloodPumpkins Three empty slots sitting next to that one tool tells the whole story before anything even happens - I know there are three more things to find and someone in here would rather I didn't. Leaving the far doorway pitch black instead of lighting it is the right call too.