The Isles, once golden and glorious with an empire that spanned the globe, is in ruins. The inhabitants fall upon one another in a desperate struggle to survive. Fear, anger, death and desperation draw the attention of twisted essences from the ether – ravenous Malignancies, godlike, great and terrible – and spawn wretched otherworldly pits of rot and rust known as Hollows. Hollows spread decay and darkness around them into the real world, and the people are powerless to stop them.
But you’re not.
You’re a Hunter. You can rip the bastards to shreds. You let the wickedness roil within and fill you with a vast and monstrous vigour.
The world is burning. Seize the fire with both hands.
Hollows is our upcoming game about fighting big monsters in unreal nightmare realms. Unlike our other titles, it has much more of a tactical focus on combat – we want to make something that abstracts the awkward and difficult parts of positioning, resource management away and lets players and GMs focus on exciting fights and moment-to-moment choices.
This document (230531) represents the first major overhaul of the playtest rules that we released earlier this year. We’ve addressed what we believe are the biggest issues in the first release – mostly focusing on the out-of-combat play, which we’ve made significantly more dangerous and (we hope) more engaging and interesting.
If you played the previous version, we’d love to hear what you think about the changes. If you didn’t play the previous version, we’d still love to know what you think about the game in general. You can download the rules from this page as a pay-what-you-want PDF. (It’s quite a juicy PDF, so if you’re having issues loading it on your device, you can turn off some of the extraneous layers to speed it up.)
If you’d like to discuss your experiences or hang out with other players, you can join our Discord here.