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Game information
Hollowbrook – Apartments is a contained narrative experience centered on exploration within a single building. The player takes control of Jenny, a tenant who finds herself alone during a severe storm that isolates the apartment complex from the outside world. The structure becomes the entire setting and system of the game. Every event, decision, and discovery takes place within its walls, creating a closed loop where the building itself functions as both obstacle and storyteller.
The game’s mechanics focus on observation and environmental interaction. There is no combat or external objective—progress depends on how carefully the player explores and interprets surroundings. Doors, objects, and sounds provide information that must be analyzed to advance. Hollowbrook – Apartments records each action through a series of checkpoints, allowing the story to continue after mistakes without repetition. Movement, timing, and curiosity determine how the night develops and what version of the story emerges.
Each playthrough follows a consistent sequence of exploration and response:
This structure creates a rhythm of discovery and consequence that repeats across multiple sessions, each producing new interpretations of the same space.
The storytelling in Hollowbrook – Apartments is environmental rather than scripted. Information is conveyed through layout, sound, and the physical state of the building. Clues appear in patterns—open windows, misplaced furniture, or faint noise from other rooms—forming a network of connections that the player reconstructs through exploration. Jenny’s understanding of her surroundings evolves gradually, mirroring the player’s learning curve. The building becomes a living archive of past and present actions, shaping how the narrative unfolds.
Created by Yetiface Games and released in 2025, Hollowbrook – Apartments continues the studio’s focus on spatial storytelling within limited environments. The project demonstrates how repetition and environmental variation can replace dialogue and linear structure. Instead of relying on character-driven exposition, the game uses space, sequence, and reaction to create tension. The result is a framework where the apartment complex itself serves as both the narrative subject and the primary gameplay system, making exploration the central act of storytelling.
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