The Service
Discipline, clean execution, results that hold up in a report.
Nobody working here describes it as a crime, and the paperwork agrees with them.
In development
Story-driven, two-player co-op action about a brother and sister on opposite sides of the same war.
The premise
He was nine and remembers everything. She was six, and was remade into someone with nothing to remember. Only one of them is looking.
Fifteen years ago a raid on their village split a brother and sister apart. He grew up human, trained to see everything and plan three steps ahead. She was taken in by the Bound and raised as one of them, with no memory of ever being anything else.
Hallowbound is built for two players from the ground up: one running information and control, the other running position and presence, each with a kit the other does not have and cannot do the job without.
His whole profession is the manufacture of proof. It is the one skill he has that is worth nothing at all to him.
What it is
One seat runs information and control. The other runs position and presence. Neither kit finishes a room on its own, and the second seat is never a passenger.
A brother searching for a sister who does not remember she was ever human. The world arrives through rooms, gear and the things people do without explaining them, never through a lecture before the level.
Close, readable fighting from a fixed high angle, built so you can read the whole room and choose where the fight happens before it starts.
Two worlds
You play both. The game changes color, shape and kit when it changes hands, and it does not tell you which side is the right one.
Discipline, clean execution, results that hold up in a report.
Nobody working here describes it as a crime, and the paperwork agrees with them.
A people who continue by taking.
Down here the war is weather: worth tracking, not worth explaining to a cub who has not asked yet.
Features
01
Three locations, each of them standing fifteen years apart. You walk the same ground before and after, and the difference does the work that narration usually has to.
02
Player one keeps the brother. Player two keeps the sister. Both of you play both worlds along the way, so nobody spends six hours pressing the same button.
03
Rian runs a drone ping, a mark both players can see, and a breach that stops a wall being a wall. Ysra owns the rafters and the ledges, reads a room by scent and sound, and carries fire that works like a knife rather than artillery.
04
Two children made up a clapping and counting game in a yard in 2012, out of things they could see from the porch. The prologue teaches it as the first thing two players ever do together, before there is any combat to attach it to, because it is a mechanic and not a symbol. Half of it is written on this website. Half of it is not.
The cast
Media
No screenshots yet. These are the slots the art will land in, at the sizes it will be seen.
Home, built up instead of out.
Two names for the same ground, fifteen years apart.
Ordinary, on purpose.
Wishlist
There is no store page, no trailer and no release date. When wishlisting opens it will be linked from this spot and nowhere earlier, and we will not put a date on it before we have one.
Wishlist not live yet
Want to be told when it is? Write to hello@fallingarrows.com.
The universe
The whole world runs on five sentences. Everything else you learn from a room.
The people, the three places and the two sides that made them, as far as the opening chapters take you. We have kept the rest off the site on purpose.