
Battle through a living hotel that feeds on fear. Blast monsters, collect buffs, and push deeper through procedurally generated rooms in this first-person horror roguelite where escape means facing what haunts you.
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About
Something is wrong with the hotel.
Once an ordinary building, it has become warped by a supernatural force, cut off from the rest of the world. Its halls stretch far beyond what should be possible, its rooms reshape themselves around the will of something dangerous. Those who enter are trapped inside, forced to confront both the creatures that stalk the corridors and the memories that refuse to stay buried.
You play as Meursault, a former sailor turned hotel cleaner, now caught in the heart of this twisted space. Armed with an ever-changing arsenal and fleeting enhancements, you must survive intense first-person combat while navigating procedurally generated rooms that shift with every attempt. Each run offers new weapons, new buffs, and new challenges.
Combat is fast and tactical, built around differing weapon types and upgrades that allow you to shape powerful builds ... or fail spectacularly. Between encounters, strange figures linger within the hotel, offering upgrades, insight, or unanswered questions. The deeper you descend, the more hostile the environment becomes, and the more the hotel reveals its true nature.
Death is not the end. With every attempt, you push further into the unknown, uncover fragments of the hotel’s origin, and inch closer to the truth behind the force feeding on fear.
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Languages: English
Reviews
Played a bit of the game and decided to write this, the main gameplay loop is really fun, but there were some things that worsened the experience for me, so i listed them, I hope I don’t sound too demanding, specially for a free game please excuse any writing mistakes, english isn’t my first lenguage, and I’m also not used to writing long texts like this one Rooms: - please remove the cut-scene that happen when you enter a room, it just removes the player’s autonomy for no good reason. If you feel like it should exist in the name of optimization, loading or not allowing the player to leave the room before clearing it, just have each room be divided in two parts, first move the player from the hallway to the first area, lock the door, behind the player (if the player tries to interact with it just have the caracther say something along the lines of “i can’t leave before cleaning” ) and then allow them to enter the actual room - while i’m in the topic, allow the player to exist in the game, being teleported outside the room after getting the perk removes the experience of exploring the cleared room, and collecting any resources you left behind. If you don’t want to risk the perk system being ignored because of it, just spawn the perk box near the entrance. it also opens some options for future updates (if there are any), for example a boss that spawns after you clear a room. -there should also be a way to easily differentiate the rooms you already cleared from the unexplored ones, maybe a giant red X on the cleared ones, or if you wish for the player to think a bit have them be numbered Gameplay: - the slide feels somewhat nice, but it’s kinda short, has too long of a cooldown, and the gradual descent that never reaches the ground, but looks like it should, feels terible. While the slide distance, speed and cooldown is something you, the developer, change depending on what the speed you feel the game should have is, i beg you to skip the slide animation and send the model straight into the ground, or maybe just make it a dash already - maybe increase the jump height a bit, it a bit unintuitive being able to jump on those yellow boxes and not on the rest of the waist high decoration - the axe’s cooldown is just a bit too long, but perks solve it easily, so do whatever with this point animations: - the axe’s attack area isn’t really well defined, making the white line go trough the entire screen and/or slowing down the second part of the attack animation may fix that (and making the windup faster also wouldn’t hurt) - while the cooldown bar works, having the axe just be there, on the screen, on the same state it is when it’s ready feels too artificial, making the axe be outside the screen, or maybe gradually returning it from the bottom of the screen should be better - the revolver’s kick back should happen at the same time as the bullet is shot, and if neither it’s or the axe’s attack will follow the crosshair, just remove it from the screen please hud’s and menus: - being able to close menus with the same button used to open (specially the pause and shop menus) them would make the game feel smoother - showing the total revolver ammo you have in your inventory or the max ammo capacity on a weapon would be better than seeing a lone number near the weapon Bugs: - interacting with the long haired npc does nothing, interacting with the old man npc pulls up the wrong portrait, and probablly also shows the wrong dialog - the shop doesn’t show the ammount of currency you have - the enemy that has an entire body tries to attack from a distance, making me think it’s a ranged enemy, but it doesn’t have a projectile to shoot - resuming a run after leaving once breaks the game, whenever you enter a room it won’t load, won’t allow you to open your inventory, and wont allow you to pause the game thanks for reading, I hope the best for this game’s future development (if there’s any) and also for any future games from this dev
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Korkuyla beslenen canlı bir otelde savaşın. Canavarları patlatın, güçlendirmeler toplayın ve prosedürel olarak oluşturulmuş odalarda daha derine ilerleyin. Bu birinci şahıs korku roguelite oyununda kaçış, sizi rahatsız eden şeyle yüzleşmek anlamına geliyor.
The game itself is not bad but way too easy there is no challenge to beating it. Another negative is it is very repetitive the rooms just keep repeating. Same layout for all enemies no randomness to alter anything. That said it is fun but simple combat. 7/10
Nice game, need a bit of polish: Too much ammo and health kits; Butler couldn't land a single shot even when i stand still; Mute girl on reception; Need more rooms\procedural generation; More weapons; What wiskey is for? Can't drink it, no flavor text I saw a few secret and locked rooms, couldn't find a way to get in, maybe some hints? Nice game, keep up!
the music got me breakdancing on my desk, i destroyed my entire setup
Hi, I playtested this game a few weeks ago with one of the devs (He's a friend who I play D&D with). It's actually crazy how much has been fixed in less than 20 days, but then again, I don't know the first thing about game development, and maybe everything I encountered were easy fixes. The game still gives out far too many heals and ammo, but that's a minor thing, and the NPCs in the lobby still need a little work.
免费 没中文 没成就 清理房间 这家酒店不太对劲。 这座原本普通的建筑,如今被一股超自然力量扭曲,与外界彻底隔绝。它的走廊延伸得远超常理,房间会在某种危险存在的意志下自行重塑。踏入这里的人都会被困住,被迫面对在走廊中游荡的怪物,以及那些不肯消散的尘封记忆。 你将扮演默尔索,一名前水手,现在是酒店清洁工,却身陷这片扭曲空间的中心。你将手持不断变化的武器与短暂生效的强化道具,在激烈的第一人称战斗中求生,同时穿梭在每次尝试都会改变的随机生成房间中。每一局开局都会带来全新的武器、增益与挑战。 战斗快速且讲究战术,围绕不同武器类型与升级构建,让你打造强力配装…… 也可能一败涂地。在战斗间隙,酒店里会出现诡异身影,他们会提供强化、线索,或是留下悬而未决的谜团。你深入得越久,环境就变得越危险,酒店也会逐渐展露它的真实面目。 死亡并非终点。每一次尝试,你都能向未知更进一步,揭开酒店起源的碎片,一点点接近那股以恐惧为食的力量背后的真相。
Good game to edge hard.
Good rougelite, needs more fleshing out!!
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