Hollow Parish: Dead Frequency
You are not a hunter. You are the voice in the earpiece.
You sit in an old house at the edge of the parish. You have an archive, a board of open cases, a radio — and people who drive into the dark instead of you. You will never see what they meet out there. You will only hear it.
Day — the investigation
Cases do not arrive labelled "ghost". They arrive as testimony: cold spots, missing livestock, marks on a threshold, a child speaking in someone else’s voice. You work the archive and assemble a theory out of evidence.
Evidence lies. Some of it is conclusive, some contradicts itself, and some mimics another signature entirely. A developed branch of the archive filters false signals — an undeveloped one sends your team out nearly blind.
And not every call is a monster. Sometimes the case is empty. Sometimes it is a person, and that is worse.
The loadout — what a decision costs
You choose who goes and what they carry. Hunters have perks, injuries, loyalty, and a breaking point. You know Remy should not go tonight, and you send Remy anyway, because there is no one else.
Success does not follow from a strong team. It follows from a correct investigation. Send veterans on a wrong theory and lose all of them. Send rookies on a right one and bring everyone home.
Night — the radio
At night the lights go down and what is left is a desk, a lamp, and a blinking light on the radio. They call in from the site. A voice describes what it is looking at and asks what to do. You have seconds.
You answer from what you know. If you called it a vampire and it is a demon, your answer kills someone who trusted you. Then the line breaks. Sometimes you hear it break.
In the morning you see what you did
The team comes back changed, or does not come back. You keep that ledger yourself: who is whole, who is broken, who is gone, and which of your decisions did it.
Then a new case appears on the board.
How it ends
One campaign runs from the first call to the last. The final threat is an entity of unknown type, and that type changes every campaign — the ending cannot be memorised. On the last night three channels are live at once and every surviving hunter is in the field. You cannot be everywhere.
Good to know
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A single-player campaign of 22 days, played from one desk.
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The horror is never shown. It exists as a voice, a text, and a piece of evidence.
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Hunters who die stay dead. The campaign continues without them.
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Fully playable in English and Russian — interface and subtitles.
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