the Program
Discipline, clean execution, results that hold up in a report.
A modern intelligence and operations command built around reconnaissance, precision and outcomes nobody has to apologize for in a briefing room.
In development
Story-driven, two-player co-op action about a brother and sister on opposite sides of the same war.
The premise
A human intelligence officer and the sister he lost to the Bound, separated as children and now living out the same war from opposite sides.
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.
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 colour, 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.
A modern intelligence and operations command built around reconnaissance, precision and outcomes nobody has to apologize for in a briefing room.
A people who continue by taking.
Half the pack you grow up with was born to it. The other half was brought in. Neither half is spoken of differently.
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 rhythm and called it the hand game. The prologue teaches it as a two-player timing exercise before there is any combat to attach it to, because it is a mechanic and not a symbol.
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.