In development

Hallowbound

Story-driven, two-player co-op action about a brother and sister on opposite sides of the same war.

Status
In development
Genre
Isometric co-op action
Players
Two-player co-op, one sibling each. Play alone and an AI companion takes the second seat.
Platforms
Not yet announced.

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

Built for two people and one story

Two players, two halves

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 story you are holding

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.

Isometric action, decided early

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

One war, told from both of its sides

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.

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.

Read about the Service

The Bound

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.

Read about the Bound

Features

What you actually do

01

Every place, drawn twice

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

One sibling each, the whole way

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

Information against position

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

A game only two people know

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.

Media

The same ground, before and after

No screenshots yet. These are the slots the art will land in, at the sizes it will be seen.

The Undercity

Home, built up instead of out.

Then / 2012Warm firelight against cold teal stone.
Now / 2027The same firelight, held a little more carefully.

The Village

Two names for the same ground, fifteen years apart.

Then / 2012Moss green and dirt brown, pink canopy overhead, warm.
Now / 2027Grey concrete and floodlight against the same green tree line, pushed further back.

The Installation

Ordinary, on purpose.

Then / 2012Moss green and dirt, the same ground the village stood on.
Now / 2027Fluorescent white and grey, safety yellow markings, one color of warmth that should not be there.

Wishlist

Not open yet

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.