Hallow originally began as a much smaller project. We wanted to explore the idea of a 2.5D psychological horror that limits the player's vision. After a few iterations, we decided to pivot to a 3D atmospheric game.
Truthfully, we learned a lot through experimenting in the earliest iterations, from creating UV lights to non-Euclidean puzzles. Art artistic pivot was probably one of the biggest setbacks. We ultimately decided on this low-poly, 3D, pixel-accurate style that we all seem to enjoy.
This is, up to this point, one of our most ambitious projects, full of new challenges we're happy to take on. The transition into real production means we now feel confident in the project's emotional direction, visual identity, and core gameplay loop.
We're excited to show you all the gorey psychological scares, puzzles, and non-Euclidean phenomena we've been working on. There's still a long way to go, but it's rewarding watching the game come to life day by day.
We expect to be finished by Halloween, 2026, and upload it to the Steam store for free as our first large project. Stay tuned using our journal here on the website!