
“I didn't care about this ship… facility… whatever… Had to… Something, deep in my brain, deep in my flesh, boiled inside to remember…”
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Traditional Chinese, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
невероятно забагованая игра
Vorrei recensirlo ma mi è impossibile, crasha dopo 1 minuto di avvio, forse è stato abbandonato.
MALISIMO JUEGO
Gave up on this ♥♥♥♥ at the crane puzzle this game is so ass
Dying literally crashed the game. Terrible dead space knock off.
Hollow is a first-person science fiction horror title developed by MMEU and published by Forever Entertainment S. A., built around themes of isolation, psychological instability, and survival aboard a derelict space mining vessel. Set on the abandoned ship Shakhter-One, the game attempts to channel the oppressive atmosphere of classic space horror experiences, placing players in a confined, deteriorating environment where answers are scarce and danger lurks in dimly lit corridors. The narrative foundation centers on amnesia and fragmented memory. The protagonist awakens adrift in an escape pod with no recollection of who they are or what transpired. Docking with the massive industrial station reveals an eerie silence, signs of chaos, and the unsettling absence of its former crew. Storytelling unfolds through scattered logs, environmental clues, and cryptic voice recordings. Rather than delivering exposition through structured cutscenes, the game encourages players to piece together events themselves. This fragmented approach reinforces the protagonist’s psychological uncertainty, though it can leave certain narrative threads feeling ambiguous or underdeveloped. Exploration forms the backbone of the gameplay loop. Movement through the station is deliberate and often slow, heightening tension as players navigate narrow hallways and shadow-heavy rooms. Environmental puzzles require interacting with control panels, restoring power, and unlocking sealed sections of the ship. Combat elements are present but limited; weapons are scarce and ammunition is constrained, reinforcing vulnerability. Encounters with hostile entities demand caution and resource management rather than aggressive play. However, the gunplay and enemy behavior can feel mechanically stiff, with combat lacking the responsiveness and impact found in more refined horror shooters. Atmosphere is where Hollow places its greatest emphasis. The ship’s industrial design is layered with flickering lights, metallic creaks, and ambient hums that create a constant sense of unease. Darkness is used strategically, obscuring threats and forcing reliance on limited illumination. Audio design plays a significant role, with sudden environmental sounds and distant echoes amplifying tension. When effective, these elements create moments of genuine dread. Yet, the repetition of sound cues and limited variation in environmental detail may reduce long-term immersion during extended sessions. Visually, Hollow aims for a gritty, industrial sci-fi aesthetic. The corridors of Shakhter-One are utilitarian and oppressive, filled with exposed piping, damaged panels, and signs of decay. While the art direction supports the game’s tone, technical inconsistencies can detract from immersion. Frame rate fluctuations and visual glitches have been noted in various versions, and certain animations lack fluidity. These rough edges reflect the game’s indie scope, occasionally pulling players out of the intended atmosphere. Pacing is uneven, alternating between tense exploration segments and slower stretches of backtracking or mechanical puzzle-solving. The absence of varied gameplay systems can cause sections to feel repetitive, particularly when objectives revolve around similar power-restoration or access-unlocking tasks. Despite this, players drawn to methodical exploration and environmental storytelling may appreciate the measured progression and emphasis on mood over action. Ultimately, Hollow stands as an ambitious indie attempt to capture the loneliness and psychological strain of space horror. Its strongest qualities lie in its atmospheric design and thematic commitment to isolation. However, mechanical limitations, uneven combat execution, and narrative ambiguity prevent it from fully realizing its potential. For players who prioritize mood-driven exploration and are willing to overlook technical imperfections, it offers a haunting journey through a desolate station adrift in space. For those seeking polished mechanics or deeply layered storytelling, its shortcomings may be more difficult to ignore. Rating: 4/10
At least this game had an interesting idea, even though it was poorly executed... The sequel had nothing interesting at all. Spoilers: The part that I sort of liked about the story was the plot twist at the end were the character realizes that he was actually receiving messages from himself and that the girl he was trying to help had already died a long time ago. But still, as much as I wanted to, I would just be lying if I gave it a positive review.
Bad game
The game crashed to desktop repeatedly before I could even read the first note.
<3
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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