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You are David Kartner and you receive a letter from your long lost brother, Alex Kartner.
His letter is simple, meet him at the top of a hotel to catch up, while odd you decide to go. Why not, it's been years.
Once you reach 'The Hotel', you realise that it may take a little bit of effort to enter as it has been surrounded by a scientific organisation outpost, named the T.S.S.
Upon breaking and entering the compound and subsequently entering The Hotel, you realise things aren't what they seem...
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The Hotel is primarily shown through a top down, isometric view (although a first person mode is available), in it's own twist of survival procedural horror.
Inspired from games such as, Spooky's Jump Scare Mansion and SCP: Containment Breach.
As you explore each procedurally generated floor you may encounter a variety of different map types such as: Hotel corridors, dining areas, outside balconies, etc. While also encountering different types of entities that the player must avoid. Each has their own specific ability that the player must understand and master the ability to survive against.
The player will also encounter useful items that will help them survive their ordeals that block their way. However, these main items only have a limited battery life, they can be charged but only at the cost of upgrading instead. There are also items that increase the player's survivability through upgrading main items or progressing them towards the top.
The main items are found within the checkpoint floors, every 50th floor. This is where the player can save their game as well as upgrade, charge or find information about their items using the Upgrade Terminal.
Other items the player can find are notes and documents, these are essential to figuring out the story behind the events that take place but are not required for the player to finish. This will mean that the player may miss out of vital information about the story or important information about the creatures they are facing. The notes and documents are found on specific floors, evenly split across all, 250, floors.
The game itself has a dynamic sound and ambience track for each floor, making sure the player will feel certain ways when finding them. This could be the emptiness of corridors or the confusion behind the outdoor areas.
If you play this game, I hope you enjoy playing it!
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This game contains blood, mild swearing and mild violence.
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