Treasure spots
Chests already sit out in the world with better loot the further you go. A written hint like "something buried east of the pond" and a dig on the marked tile turns them into a hunt.
Where the hollow is heading
Ideas not yet built, sized honestly against what exists today. Nothing here is a promise or a date. If one of these matters to you, say so on the bug tracker or send a new idea through the feedback form.
Already shipped: LAN multiplayer (v0.0.11), Four friends to find, and a camp that works (v0.0.15), Weather on the moor (v0.0.15), Going down, and a friend with a bandage (v0.0.22), Clothes, haircuts, and some of them earned (v0.0.22), First person (v0.0.24), December 1999, event nights and a Millennium Bug finale (v0.0.27), Arcade tokens, starting kits and the sticker album (v0.0.27), Mixtapes, a boombox and music made as you play (v0.0.27), The Hollow Beck line and the 18:10 (v0.0.27), Farming, fishing and a stew pot (v0.0.31), A storage box, a log store and a map table with pins (v0.0.31), Halloween to the millennium, with November's nights (v0.0.32), Floors, and an abbey to climb (v0.0.32). See the changelog for the rest.
Sits on something that already works.
Chests already sit out in the world with better loot the further you go. A written hint like "something buried east of the pond" and a dig on the marked tile turns them into a hunt.
The pelt trader already arrives, waits and leaves on a schedule. A second visitor who sells rather than buys — arrows, bandages, fuel — is mostly a question of what they carry, what it costs, and how often the stock changes.
A new system, but a contained one.
Coins turning up sparsely out on the moor, and a trading post far enough out that you only reach it once the fire has grown. Somewhere to walk to with a purse, rather than waiting for a visitor.
The workbench already upgrades through tiers, so the machinery exists. The work is the art, and deciding what each upgrade gives you: sleep, storage, a second fire.
A second, weaker fire away from camp. Today the lit world is one circle around one campfire, so the mist, the spawns and the pathing all have to learn about a second one.
New pillars.
Rain is in and it costs you firewood. Snow and fog that change the ground and the light are not, and neither is gear that gates where you can go. Touches everything at once, but it is the biggest change to how the hollow feels.
Human enemies who hold ground and are worth attacking on their own terms. Enemy camps out in the world, ranged combat that cuts both ways, raids on you and raids by you.
Four friends already come home, take a job each and fight for the camp on siege nights. Next is having them follow you out, live in what you build rather than a bedroll by the tent, and want things of their own.
The four rescues are fixed places on a fixed map. Strangers who turn up in trouble as the seasons pass would make the moor feel lived in, and give the camp a reason to keep growing.
A companion that follows, fights and can be lost. Shares a lot with the NPC work, so it gets much cheaper once that exists.
Changes the shape of the game.
Floors are in: the abbey has four storeys, stairs between them and creatures that follow you up. The same machinery can go down as well as up, so next is caves under the moor, with no sun and their own things living in them, and a way along the treetops.
The things that turn a survival tale into a place you come back to. These are aimed at beta and the launch build rather than the alpha.
Sharing a fire over your own network is in. Next is the same across the internet: a relay so a friend across town can join, chat, and a friends list on your account. The button is already on the title screen, waiting.
How long will you survive? Boards for nights survived, per world seed and per season, so the question on the title screen finally has an answer worth bragging about.
One shared world seed a day, the same for everyone, with its own board. A reason to light the fire every morning.
The game already plays on a pad. This is the checklist work to pass Steam Deck verification, so the Steam key at launch plays well on the couch.
Remappable keys, text scaling, colour-blind palettes for the fire and the dark, reduced flashing, and a difficulty slider for the night.
The lore and the interface in more languages than English, starting with the ones testers actually play in.
Pause the world, free the camera, hide the interface. Half of you are already taking screenshots, so make them good ones.
Share custom creatures, sprites and world rules. The bestiary is written so others can add to it.
An honest note: some of today's assets — the menu icon, the run icon and other UI art among them — are AI-generated placeholders. That was the truthful cost of one person getting a playable alpha out the door; it is not the finished game. The work below unlocks as sales and Ko-fi funding goals are met — the goals and progress bars are public on our Ko-fi page.
Every placeholder asset redrawn by a commissioned human pixel artist with one consistent hand — icons, UI, and anywhere else the alpha shows its seams. The campfire and the bestiary deserve an author.
A human sound designer and musician hired to give the hollow its voice: lo-fi campfire tracks for the day, sparser and stranger ones after dark, and effects that make chopping, crackling and shaking off a gloomling feel right.