Road to Hollow Hills cover
Road to Hollow Hills screenshot
Genre: Adventure, Indie

Road to Hollow Hills

Road to Hollow Hills patch 091f3



Hello everyone!

We're thrilled to share the latest updates of Road to Hollow Hills and the improvements we've made in the demo. While this week's changes may not be numerous, they are equally significant. Here's the rundown:

Fixes:


  • We've fixed the inconsistency that prevented rolling after falling to the ground from an impact. It should now work correctly in all instances.
  • The game logo panel in Shadowed Grove will no longer appear every time we return from the Mental Palace.
  • Further adjustments have been made to combat collisions for a smoother gaming experience.


Improvements:


  • Attention! City enemies will now reveal their true nature when damaged, becoming even more dangerous.
  • Minor cosmetic changes have been made to all levels to enhance the visual experience.
  • It's now possible to dodge while in guard/aim mode, adding a new layer of strategy to combat.
  • We've fine-tuned the scoring system upon completing the demo, also showing how much optional content has been completed for better feedback.


See you next week! In the meantime, enjoy the weekend and the Road to Hollow Hills demo!

Road to Hollow Hill patch 091f2




Hello there!

We hope you had an awesome weekend! Just before it wraps up, we've rolled out a fresh patch packed with fixes and exciting updates to enhance your gaming experience. As we continue to work on new levels behind the scenes, our fixes and improvements also extend to the demo. So, without further ado, let's dive into the patch details!




Fixes:



  • Resolved an issue where internal quest track objects were visible upon opening the menu.
  • Adjusted weapon collisions to be less aggressive when hitting hard surfaces.
  • Breakeable objects are now easier to break, with added helpful comments.
  • Fixed character animation glitches and inventory issues when opening/closing the inventory.
  • Axe animations now properly cause damage.
  • Temporary debuffs are now removed upon character death.



Updates:


  • Added cool effects to the curator's dialogues.
  • Enhanced thunderstorm lighting effects in Shadowed Grove for added immersion.
  • Improved camera angles when entering portals in the Mental Palace.
  • Character bars and weapons have been removed from the loading screen.
  • Increased damage for handguns.


Stay tuned for more updates next week!

Cheers!

Road to Hollow Hills demo patch 091f



As promised, here is Road to Hollow Hills091f patch! As we continue towards completing the game, the demo will still receive updates as we develop more content and fix bugs. Our plan is to update the demo again close to the completion of the project, ensuring it closely reflects the final game.

This patch includes:


  • Fixes for animation overlaps, volume adjustments for music and sound effects, and improvements to fading transitions.
  • Enhanced gameplay elements such as extended jacket information visibility, improved door and gate animations, and additional hints and descriptions for guidance.
  • Immersive enhancements like diversified ambient sounds, persistent text descriptions, and two new major Echoes in the Mental Palace.
  • Restored photo mode feature, improved player responsiveness when rolling, and enhanced widget panel navigation.
  • Additional challenges in Shadowed Grove and intensified combat experience with added gore effects for Dryad enemies.
  • Stay tuned for more updates and improvements as we continue our journey towards completing Road to Hollow Hills!


Check out the highlights below:

Bug Fixes:


  • Smoothed out occasional animation overlaps, though we're still fine-tuning this issue for optimal performance.
  • Reduced the volume of music and sound effects by half, including the trailer music, which was a bit too loud.
  • Fixed fading glitches for more consistent transitions throughout the game.
  • Documents can now be clicked on multiple times without issue.
  • Resolved the problem where pausing the game or opening the inventory would cause player animations to continue.
  • Addressed a puzzle in National Park that could potentially lock players out of progress.
  • Shingle altar animations are now functioning as intended.
  • Prevented enemies from being stun-locked by constant attacks.
  • Opening the inventory now properly highlights the first item in each category.
  • Enemies will now jump if necessary to reach the player.
  • Head equipment is no longer visible in first-person view.


Improvements:


  • Extended the duration that jacket information remains visible when selected.
  • Enhanced animations for opening doors and gates, resulting in a more polished appearance.
  • Added more hints and descriptions throughout the game for additional guidance. These hints can be toggled on or off to suit your preferred gameplay style.
  • Ambient sounds have been diversified and made more dynamic to enhance immersion.
  • Text descriptions will now remain visible even when the player moves away from the object.
  • Introduced two new major Echoes in the Mental Palace, offering unique services when carrying the right items.
  • Restored the photo mode feature for capturing memorable moments. Simply press P to activate it.
  • Improved player responsiveness when rolling for smoother movement.
  • Enhanced the widget panel for easier navigation of shingles.
  • Shadowed Grove now features additional traps for added challenge.
  • Added extra gore effects for the Dryad enemies, intensifying the combat experience.


Stay tuned for more updates as we continue to refine and expand the Road to Hollow Hills demo. Get ready to embark on an even more thrilling adventure through the mysterious world of Hollow Hills!

Road to Hollow Hills 091c

NEW WEEKLY PATCH ROAD TO HOLLOW HILLS 0.91c




Hello again!

New weekend, new patch for the demo.

First of all, we want to thank you for the support and gameplay of the game. As always, it helps us a lot and we're always eager to see more!

One of the things you'll immediately notice is the reduction in size, dropping from 12 gigs to 10. We've optimized many textures, models, and adjusted certain levels, mainly to occupy less RAM.

In addition to this, the levels have been modified with both small and not-so-small details. There's a new connection between Shadowed Grove and the National Park, new puzzles, and even a couple of new enemies!

New ambient sound effects, a few surprises here and there, a translator for ancient texts... Well, you'll have to let us know how it goes.

Here's the list:

Compilation size reduced.
Shielded Dryads have been redesigned with new, more threatening movements.
A new connection between Shadowed Grove and the National Park has been added.
Added the ability to climb stairs to access new areas in the ruins of the National Park.
Added a device to translate the new ancient texts that appear in Shadowed Grove.
Added a puzzle to access the Dryads' altar.

Best regards, and have a great weekend.

Until the next patch!

Road to Hollow Hills Demo patch 091b



Patch Road to Hollow Hills 091b



Hello again.

This week we've been working on fixing and refining last week's demo update. Thanks to the fantastic feedback we received, we're introducing the following fixes and improvements.

So not only are we fixing bugs, but there are also some small additions, such as improving the first-person view, providing some tips at specific moments, and adding HDR support.

This won't be the last patch, so throughout the year as the rest of the game develops, the demo will receive enhancements and surprises.

So don't forget to add the game to your wishlist if you like what you see in the demo, because the full game is going to be amazing!

Here's the patch change log:



This is the list of changes:

Bug fixes:



Fixed an issue where settings options would disappear after the first time.
Removed capitalization from head equipment, making it not visible in first person view.
Improved visibility of character's body in first person view, although not completely fixed yet.
Fixed inability to refill canteen water in the bathroom.
Fixed slowdown after interacting with the computer.
Fixed character climbing animation not playing after a roll.
Revised collisions on each level.

Updates:



Improved National Park by adding ambient sound and restricting access to ruins without the axe.
Reduced build size by 1GB through asset optimization.
Enhanced first person view with current jacket and additional animations.
Added hint messages to the game.
Updated lighting and effects in Central Hollow Hills for better performance.
Added minor details and fixed collisions in levels.
Implemented new guard animation when in guard mode near enemies.
Revised several lines of text for clarity and accuracy.
New option to restart in Mental Palace at any moment.
HDR added to graphic options if supported by the monitor.



Have a great weekend, until the next patch!

ROAD TO HOLLOW HILLS 0.91



It's been quite a journey! Over the past few months, we've been experimenting with various aspects. One notable endeavor was attempting to upgrade the engine to Unreal Engine 5. However, this change didn't yield the satisfaction we anticipated. So, we reversed course and continued development with UE4, allowing us to progress much faster. Numerous bugs were fixed, and, most importantly, we continued crafting new levels.

This new demo features entirely fresh content, including three fantastic levels and an updated Mental Palace.

For this release, we aimed to showcase more advanced parts of the story. Explore deeper into the forest surrounding Hollow Hills and the initial area of the city. The city area will be accessible from the Mental Palace once its access is unlocked from the National Park.

Encounter upgraded old enemies and a handful of new adversaries. John, our resilient protagonist, has gained agility, promising more enjoyable combat. Additionally, there are some simple puzzles, and as always, plenty of optional content for those who want to fully explore the demo.

We hope you enjoy the demo, providing a glimpse into what the full game will offer: a fantastic adventure with a blend of horror, role-playing, and survival elements.

Hollow Hills is waiting – hit the road!

Road to Hollow Hills December patch

.

We spend the last couple of months working on the game, and now we are happy to publish a new patch for the demo. Basically, all the content has been improved, adding more events here and there, and overall, more fun and better experience. Enjoy it, and happy new year!

We plan to make an additional patch for 31 of December to mark the end of this year, we will see! If not... happy new year!


ROAD TO HOLLOW HILLS 0.88h
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- Optimized level performance.
- Improved camera control and collision.
- Added few new events.
- Added some new graphical detail to the maps among with a new lighting.
- Main menu shows the trailer and unused trailer for George to be played after 60 seconds main menu.
- Added access to listen OST from Peter Wicher and also direct link to wish list the game from main menu.
- Fix for dying in stairs and / or getting hit.
- Now puzzles uses a close up view, with some white hints.
- When looking puzzles, no tasks will be shown.
- Updated visuals for inventory menu, overlapping texts scale and position.
- Fixed some items not available in the map. (Mostly Shingles)
- Fixed looping audio in several events.
- Fixed smoke machine event bug
- Removed text from some confusing texts.
- Aiming will highlight pickup items.
- Character becoming invisible bug fix.
- Documents and loading texts now uses proper buttons instead of texts for hints.
- Notes were not accessible when interacting with a puzzle.
- Made player character more visible in the dark.
- Improved first person view.
- Improved some player attack animation
- Fix attack animation as some times a second animation cancel the previous starting animation.
- Special attacks will not stagger the protagonist upon impact on surfaces.
- Fix for sometimes sprinting does not start.
- Enemy leap attack should only happen if they can see the player and face him to avoid weird movements.
- Improved enemy AI.
- Fix for some walking events enemies making looping sound
- Enemies will crouch their head in order to enter in small places.
- More interesting spawn of the monster in the middle of the "lake".
- Fixed some lighting for the old lamp.
- Explosion lamp event in the forest make it more interesting.
- Bees not damaged by other weapon rather than smoke machine.
- Smoke will not destroy barrels.
- Jumping back sometimes had a weird angle.
- Ending Score was always 6
- Level difficulties will appear at the ending stats.
- Speed up bottle weapon attack animation.
- Enemies will properly unloaded from the map if need so.
- Intro text had some centre issues.
- Bike can me moved left and right in the intro

Road to Hollow Hills update 0.88g



0.88g
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Migration of UE engine to 4.27
Added some small levels details.
Fixed some texts.
Audio controller should work now.
Fix texts were easily skippable.
Character now looks at highlighted items.

Road to Hollow Hillls 0.88 Update (First public demo release!)



0.88f
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Increased response to player character movement and rolling.
Updated melee weapons animations.
If no stamina left, attack will be performed, but slower.

0.88e
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Spanish translation available again.
Portuguese from Brazil translation available.
Fix headless character if playing first person view (shadow and some cinematics)

0.88d
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Spanish translation issue, momentarily deactivated.
Quick look rotation, specially after rolling and when an enemy is close.

0.88c
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Fixed a couple of small issues.

0.88b
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Updated english and spanish localization.


0.88a
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Fixed many UI issues.

0.88
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Many bugs fixed, still some UI stuff needs to be revised.
Added and tweaked many sounds.
Minor visual updates.