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Mere House at night, overlooking the sea
CLUEDRIFT ORIGINALCASE 004
A HOUSE THAT REMEMBERS YOU

The Hollow
Register.

LEAVE THE LAST LINE EMPTY.
AN ORIGINAL PSYCHOLOGICAL HORROR

An empty room.
A very familiar name.

You are Nell Ward, sent to make the final survey of Mere House. The register already knows you. Your first photograph no longer agrees with the room. And the letter that brought you here was written in a dead woman’s hand.

1–4, shared screen8 chapters4 endingsOriginal adaptive score
A$49Digital edition
Proposed launch price
Available soon

Available soon · Purchases and game access are not open yet.

  • Explore eight illustrated locations and inspect their objects
  • Compare matching views and watch your decisions change the rooms
  • 24 objectives with varied puzzles, a rescue and irreversible choices
  • 34 discoverable sources, a journal, pinned evidence and personal notes
  • Three hint levels for every objective, including explicit help
  • Chapter checkpoints, automatic saving and confirmed restart
  • Separate music/effects controls and reduced motion
Before you enter

Psychological dread, confinement, grief, implied deaths including a child, and a person you may fail to save. No graphic gore or flashing scares. Character messages are written; there is no spoken narration. All essential sound cues have visual or text equivalents.

THE HOUSE IS THE INVESTIGATION

Look once.
Then look again.

A before-picture is something the house cannot quietly revise. Compare its rooms, recognise borrowed memories and keep a reliable boundary between yourself and what waits on the other side.

Explore illustrated scenes through point-and-click inspections and hands-on puzzle controls. Play solo or with up to three people sharing a screen. Progress is saved locally on the same browser.

The original landing: a window, a seascape and red survey thread
EIGHT CHAPTERS / ONE NIGHT AT MERE HOUSE

Find the changes.
Keep the names.

01–02

Account for the room

A wet arrival entry and a door outside the measured footprint teach you how the house moves.

03–04

Recover the person

Ordinary belongings and a child’s height marks lead to a memory the house has borrowed badly.

05–06

Decide what survives

A living person needs help. A record needs restoring. The choices you make become part of the account.

07–08

Leave the last line empty

Secure the return route, face the house’s final offer and live with what your earlier actions made possible.

DREAD WITHOUT A COUNTDOWN

Take your time.
The house will wait.

Danger is resolved through observation and deliberate actions. Wrong puzzle attempts preserve your evidence; major story decisions ask for confirmation. Every objective includes progressive hints, and each new chapter makes a checkpoint.

Four authored endings reflect what you do with the register. Earlier rescue and testimony decisions control access to one ending; relationships, belongings and preserved records alter the others. The central puzzle solutions remain fixed on replay.

An untimed, eight-chapter story. Pause after any action and return to your saved investigation in the same browser.

Available soon