
“I didn't care about this ship… facility… whatever… Had to… Something, deep in my brain, deep in my flesh, boiled inside to remember…”
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
For a game made in 2017 its an okay horror game but there are tons better with a cooler story structure, not to mention this game can get very confusing at some points but that could just be me struggling to understand stuff. Overall get this game if you want something to pass the time but its not worth $15, you should only buy it when its on sale.
полнейший кал не повторяйте ошибку не проходите и не берите
Глючная ерунда, которая даже на неплохом железе виснет и вылетает. Не берите, нее тратьте деньги попусту.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Traditional Chinese, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
| $19.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Vorrei recensirlo ma mi è impossibile, crasha dopo 1 minuto di avvio, forse è stato abbandonato.
I Think this game is unfinished ! This game forces you to restart if you get stuck, Like me in a situation with No Ammo! Because its really scarce in this game, you have these random hallucinations and then all these wantons enemies come hunt you down. The Nudity is okay, but the atmosphere is good there is lots of Random sound in the game. The Panic sections are really Loud.
This could be an interesting game, but unfortunately it has a lot of serious problems. Starting with the basics, the movement, running and combat are too clunky. You feel like you're controlling a drunk person. The lighting effects, blurs, grain and whatever are too much. It kind of makes my head hurt. The story has been told a hundred times, it couldn't be more predictable. Some puzzles are too complicated, and there's no variation in enemies. There are only two of them. Is it all bad? No. The level design is good. The visuals are nice too, but unfortunately there's a huge layer of effects over them, that can't be turned off.
昔Switchでプレイしていた『Hollow』は、とてもドキドキしながら遊んでいた記憶がありました。 ですが途中でSwitch本体が壊れてしまい、最後までクリアできないまま終わってしまいました。 最近ふと思い出してSteam版があることを知り、ちょうどセール中だったこともあり購入しました。久しぶりに遊べるのを楽しみにしていたのですが、起動後に何度もクラッシュしてしまいました。 自分の設定が悪いのかと思い、画質設定を下げたり色々試してみたものの改善せず、結局まともにプレイできませんでした。 思い出のある作品だっただけに、とても残念でした。
Hollow is a first-person science fiction horror title developed by MMEU and published by Forever Entertainment S. A., built around themes of isolation, psychological instability, and survival aboard a derelict space mining vessel. Set on the abandoned ship Shakhter-One, the game attempts to channel the oppressive atmosphere of classic space horror experiences, placing players in a confined, deteriorating environment where answers are scarce and danger lurks in dimly lit corridors. The narrative foundation centers on amnesia and fragmented memory. The protagonist awakens adrift in an escape pod with no recollection of who they are or what transpired. Docking with the massive industrial station reveals an eerie silence, signs of chaos, and the unsettling absence of its former crew. Storytelling unfolds through scattered logs, environmental clues, and cryptic voice recordings. Rather than delivering exposition through structured cutscenes, the game encourages players to piece together events themselves. This fragmented approach reinforces the protagonist’s psychological uncertainty, though it can leave certain narrative threads feeling ambiguous or underdeveloped. Exploration forms the backbone of the gameplay loop. Movement through the station is deliberate and often slow, heightening tension as players navigate narrow hallways and shadow-heavy rooms. Environmental puzzles require interacting with control panels, restoring power, and unlocking sealed sections of the ship. Combat elements are present but limited; weapons are scarce and ammunition is constrained, reinforcing vulnerability. Encounters with hostile entities demand caution and resource management rather than aggressive play. However, the gunplay and enemy behavior can feel mechanically stiff, with combat lacking the responsiveness and impact found in more refined horror shooters. Atmosphere is where Hollow places its greatest emphasis. The ship’s industrial design is layered with flickering lights, metallic creaks, and ambient hums that create a constant sense of unease. Darkness is used strategically, obscuring threats and forcing reliance on limited illumination. Audio design plays a significant role, with sudden environmental sounds and distant echoes amplifying tension. When effective, these elements create moments of genuine dread. Yet, the repetition of sound cues and limited variation in environmental detail may reduce long-term immersion during extended sessions. Visually, Hollow aims for a gritty, industrial sci-fi aesthetic. The corridors of Shakhter-One are utilitarian and oppressive, filled with exposed piping, damaged panels, and signs of decay. While the art direction supports the game’s tone, technical inconsistencies can detract from immersion. Frame rate fluctuations and visual glitches have been noted in various versions, and certain animations lack fluidity. These rough edges reflect the game’s indie scope, occasionally pulling players out of the intended atmosphere. Pacing is uneven, alternating between tense exploration segments and slower stretches of backtracking or mechanical puzzle-solving. The absence of varied gameplay systems can cause sections to feel repetitive, particularly when objectives revolve around similar power-restoration or access-unlocking tasks. Despite this, players drawn to methodical exploration and environmental storytelling may appreciate the measured progression and emphasis on mood over action. Ultimately, Hollow stands as an ambitious indie attempt to capture the loneliness and psychological strain of space horror. Its strongest qualities lie in its atmospheric design and thematic commitment to isolation. However, mechanical limitations, uneven combat execution, and narrative ambiguity prevent it from fully realizing its potential. For players who prioritize mood-driven exploration and are willing to overlook technical imperfections, it offers a haunting journey through a desolate station adrift in space. For those seeking polished mechanics or deeply layered storytelling, its shortcomings may be more difficult to ignore. Rating: 4/10
At least this game had an interesting idea, even though it was poorly executed... The sequel had nothing interesting at all. Spoilers: The part that I sort of liked about the story was the plot twist at the end were the character realizes that he was actually receiving messages from himself and that the girl he was trying to help had already died a long time ago. But still, as much as I wanted to, I would just be lying if I gave it a positive review.
Bad game
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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