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Hollowbell

An isometric action RPG in a drowned crypt: three chambers of the risen dead, a lantern-headed warhammer, and the Bellwarden waiting under a cracked bell. One descent, five to eight minutes.

1score
Updated Sep 14, 20267 plays
action-rpgisometricdungeon-crawlergothicboss-fightroguelitesingleplayer

The bell is cracked. The dead have heard it.

The great bell of Hollowbell split at midnight, and everything the chapel ever buried woke to the sound. You are the last Lamplighter, the order that keeps the dead asleep. You go down into the Ossuary under the tower with a lantern-headed warhammer and put them back.

The descent

Three chambers, stacked down the screen. Each one fills with the bell's congregation, and its gate stays shut until the room is quiet.

  • The Nave. Coffin niches in the walls, torchlight, the first of the Tolled rising out of the dark.
  • The Cloister. Standing water, broken pillars, and the Sexton: slow, enormous, and worth the risk for what it drops.
  • The Belfry. A stone dais under the cracked bell, and the Bellwarden on it. Three phases. It reads the floor before it swings, and so should you.

One descent takes five to eight minutes. Die and you start again from the top, without the relics you were carrying.

How to play

Mouse and keyboardControllerTouch
MoveWASDleft stickon-screen stick
Strikeleft mouseA / Crossbutton
Cleaveright mouse or 1X / Squarebutton
Flare (dash)Space or 2B / Circlebutton
FlaskQ or 3Y / Trianglebutton
PauseEsc or PStartbutton

Strike is the fast one, close in. Cleave is a wide arc through everything around you, on a cooldown. Flare dashes you through a body and bursts the lantern, staggering whatever it touches, which is how you get out of a surround. Flask heals, three charges a descent, and the dead do not wait while you drink.

Menus take the same three: click, tap, or move the focus with the stick and confirm.

What to look for

  • The lantern on the hammer is the light you carry. It brightens when your abilities come off cooldown and gutters when you are nearly gone.
  • The Bellwarden paints its attacks on the floor a beat before they land. Every one of them is survivable if you read it.
  • Gold, oil flasks and relics fall where the dead do. Relics change how you hit, there are three slots, and a shrine in the Cloister will sell you one.
  • It is spoken as well as written. The Bellwarden has been ringing for you, and it says so.

Best played in a tall window, which is the shape it was composed for, but it lays out for any screen.

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