
Hollow Hide — asymmetric hide-and-seek with new mechanics. Gather resources for disguise, signal your friends, run from the hunter. Or play as the hunter — track down escaped test subjects and shoot them with your rifle
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About
Hollow Hide is an asymmetric hide-and-seek game where you can be either prey or hunter. Your creations have escaped from the mad Electro-Doctor, and now chaos begins in the abandoned house
Your invisibility is not endless. Gather valuable resources throughout the house to activate camouflage mode and blend in with your surroundings. Signal your friends to coordinate actions, and run when the hunter gets too close. Your task is to survive and avoid capture until the timer runs out.
Your test subjects have scattered throughout the house, and you must find them. Arm yourself with a rifle and begin the hunt. You have limited time to track down all the hiders. Hear maniacal laughter? That means they're nearby. Shoot, corner them, and win before time runs out.
Two sides of one game: Switch between roles. Hide from Mad Doctor or hunt your creations
Resource-based disguise: Your invisibility is limited. Collect resources to become invisible when you need it most
Team communication: Signal your friends to coordinate escape and survive together
Dynamic gameplay: Hunter with a rifle and limited time against fast and cunning test subjects
Atmospheric locations: Abandoned houses full of secrets, hiding spots, and tense silence
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Hollow Hide Review Hollow Hide turns the simple idea of hide-and-seek into an asymmetric multiplayer contest where one side desperately tries to remain unseen while the other hunts everyone down before time expires. Developed and published by Renderise, it uses an abandoned-house setting and a deliberately strange horror-comedy premise involving escaped test subjects and their dangerous creator, the Electro-Doctor. Instead of pursuing pure terror, the game mixes suspense with dark humor, parody, memes, and unpredictable multiplayer behavior. This gives it a lighter personality than a traditional survival horror game while still creating situations where being discovered can produce genuine tension. The escaped test subjects represent the stealth-oriented side of each match. Their primary goal is survival, and accomplishing that requires considerably more than finding a secluded room and waiting. Camouflage provides temporary invisibility, but it is a limited resource rather than a permanent advantage. Players therefore need to explore the house and obtain the materials necessary to keep this ability available. The system creates an effective risk-versus-reward cycle because leaving a secure location exposes the player to danger, yet refusing to move could eventually leave them without enough resources to escape when the hunter arrives. Camouflage also introduces an element of timing. Activating invisibility at the first sign of danger may save a player temporarily, but wasting it could prove disastrous later. Holding onto it for too long presents the opposite problem, since the Electro-Doctor might discover the player's position before there is an opportunity to react. Learning when to hide normally, when to relocate, and when to spend valuable camouflage becomes part of the strategy. This makes environmental knowledge increasingly valuable because experienced players can learn useful routes, hiding locations, resource positions, and ways to break the hunter's line of sight. Cooperation strengthens the experience further. Test subjects can communicate and signal one another, encouraging players to approach survival as a group rather than as several completely independent targets. Friends can potentially warn each other about danger, create distractions, coordinate movements, or exploit the hunter's attention while another player escapes. These mechanics seem particularly suited to groups using voice communication, where carefully planned strategies can quickly collapse into entertaining chaos once the Electro-Doctor appears. Playing the Electro-Doctor changes the rhythm considerably. Instead of worrying about concealment and conserving resources, the hunter searches the environment with a rifle and attempts to eliminate the escaped creations. The countdown prevents the Doctor from methodically checking every possible hiding location without consequence. Searching inefficiently gives the opposing team exactly what it needs: more time. As a result, the hunter needs to interpret clues, anticipate player behavior, and investigate suspicious areas quickly. Sound can become an important clue because the hiding subjects may reveal themselves through their maniacal laughter. This mechanic adds personality while giving the hunter something more interesting to follow than obvious visual indicators. Hearing laughter somewhere nearby can transform a quiet search into a tense pursuit, while hiders know that remaining physically concealed does not necessarily mean they are completely safe. Combined with the first-person perspective and enclosed house layout, these auditory signals should create plenty of close encounters. The contrast between the two roles is the foundation of the game. Hiders emphasize evasion, teamwork, resource collection, camouflage, and environmental awareness. The Doctor focuses on aggression, tracking, efficient searching, and eliminating targets before the clock runs out. The rules are relatively straightforward, which should make the game accessible without eliminating opportunities for experienced players to develop better tactics. Much of the replayability naturally comes from human unpredictability because another player will rarely behave exactly like an artificial opponent. Its abandoned-house environment complements the concept nicely. Rooms, corridors, corners, furniture, and obscured sightlines are naturally appropriate for hide-and-seek gameplay. The first-person viewpoint increases uncertainty because players have limited awareness of what is happening outside their immediate field of vision. The visual presentation does not need photorealism to accomplish its purpose; clarity, recognizable hiding locations, and distinctive characters are more valuable in a fast multiplayer match. The humorous horror presentation also gives the experience permission to be ridiculous rather than maintaining an oppressive atmosphere throughout every round. Steam Workshop integration and the included level editor could become particularly important over time. Map familiarity is one of the biggest threats to longevity in a game centered on hiding. Once every player knows the best hiding places and most efficient search routes, the initial uncertainty naturally decreases. Community-created environments could continuously introduce unfamiliar layouts and encourage new strategies. Steam achievements and Cloud support provide additional conveniences, but online PvP remains the central attraction and the main reason to play. There are nevertheless some potential concerns inherent to this type of multiplayer design. Balance between hunter and hiders needs to remain convincing. Excessively effective camouflage could make searching frustrating, while an overly powerful hunter could make hiding feel pointless. Experienced players who memorize maps could also have a substantial advantage over beginners. An active multiplayer community will be important as well, since the concept is fundamentally dependent on finding other people to fill the opposing roles. The level editor and Workshop support can help with content longevity, but they cannot completely replace the importance of a healthy player population. Steam Deck compatibility should currently be treated as unconfirmed. There is no official Steam Deck Verified or Playable classification indicated for the game, and Windows is the primary supported PC platform. The control scheme and general technical demands may make operation through Proton possible, but that should not be interpreted as guaranteed compatibility. Online functionality, controller behavior, interface readability, performance, and Proton-specific issues would need actual testing before the handheld experience could be confidently recommended. Steam Deck owners should therefore consider it an unsupported or unknown case rather than an officially validated Deck title. As a whole, Hollow Hide has an entertaining foundation that combines a universally understandable game of hiding with asymmetric multiplayer mechanics, temporary invisibility, exploration, resource management, communication, gun-based pursuit, and horror parody. Its greatest strength is how easily its mechanics can generate unscripted stories between players, from narrow escapes and clever hiding tricks to disastrous betrayals caused by an unfortunately timed laugh. The long-term experience will depend on balancing, community size, map quality, and continued variety, but the core concept offers enough tactical depth and comedic potential to distinguish itself as a promising multiplayer diversion. Rating: 8/10
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Languages: English, German, Simplified Chinese, Portuguese - Brazil, Russian, Japanese, French, Italian, Spanish - Spain, Hungarian, Danish, Indonesian +11 more
Hours played at review time, across 24 reviews with recorded playtime.
Pretty fun party game. The invisibility resource is probably my favorite mechanic because you can’t just stay invisible forever, so you actually have to decide when to use it. Could use more maps/content eventually, but the core game is already really entertaining
мама, я скример френдслоп по цене чебупиццы, даже ощущения почти такие же 10 поносов от неожиданности из 10 жаль временами просадки до 14 фпс в лобби, но, как завещал Тодд Говард, buy better PC
“HE’S RIGHT THERE” “WHERE?” “RIGHT THERE” 10/10 communication
Really cool concept with a dark atmosphere, but the game itself still feels fun, especially when playing with a group. The biggest problem right now is the lack of players. Sometimes you just want to jump in and start a match right away, so bots would definitely help. Personally, I enjoy hiding the most. When you’re sitting somewhere and the hunter walks right past you just a few meters away, it can actually get pretty scary :D Playing as the hunter feels like it could use a few more abilities for finding hidden players. Right now, sometimes you spend too much time just running around and checking everything. Something like footprints, a temporary scan, or another tracking mechanic could make the hunter side more interesting. Overall, the game is great. I hope it gets more players, and hopefully I can convince my friends to join too — I really want to try playing it with a big group.
i loved this game until it jumpscared me when i tried to exit
Добрая игра, но что то она мне напоминает... Но хоть убейте, не примомню что
Хорошо провели время с друзьями! Спасибо за игру
我可以说我应该是这个游戏在国区第一波玩过的人了,也是小众上了 先说优点:游戏性上脱离了普通的变家具躲藏,也没有蹭画画的躲猫猫的热度,是一个更接近现实和朋友一起玩躲猫猫的感觉的游戏,人物角色做的真的很贱,让人看到了有一种莫名其妙的气,也给游戏增添了很多乐趣,并且不能够随意的游走观测他人躲藏位置这一点相对好的规避了玩法中被抓的也会加入抓人阵营,要是创意工坊完善了有更多地图的话这个游戏可玩性会更高。 缺点:地图学校中有一个很作弊的bug在楼梯一楼拐角处,那个地方可以被躲藏者卡模型卡进去,抓人的一方如果躲藏的不挑衅的话及其难抓到躲藏者,需要自己在房内上房规并且都和熟人玩,游戏目前bug偏多,只有三张图也很少,移动很别扭,枪的射击也很别扭 总体瑕不掩瑜,如果创意工坊奶起来游戏了会更好玩
Эта игра — настоящий генератор эмоций! Мы с друзьями одновременно кричали от напряжения из-за жуткой атмосферы и смеялись до слез, когда неуклюже пытались спастись от охотника, бегающего за нами. Ну а если серьезно, залипательная кооперативная игра, которая подарила и подарит несколько веселых вечеров, главный нюанс - наличие друзей(
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