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Hellpress is a 2D top-down survival adventure set in a decaying world full of danger. Built around exploration, environmental storytelling, and resource management, the game places you in the role of Kairo, a skilled operative known as a Caascal, a guide who lead others through dangerous territories of the New World.
You’ve been tasked with escorting a child and keeping them safe at all costs. The child depends entirely on you, takes up precious space in your inventory, and reacts if neglected. Their safety is your responsibility.
The game doesn't lead you by your hand. No markers on the map. No helpful UI elements. Your only guidance is the world itself, and your own ability to observe and adapt
Minimalist UI
All vital information, health, stamina, ammunition, is only visible within your inventory. The screen remains clean and immersive, keeping your attention on the environment and your surroundings.
Visual and Audio Feedback
The game communicates danger through effects, not numbers. A fatigued or injured character will show it, visually and audibly, leaving it up to you to act.
True Exploration
The map does not show your position. You'll need to remember landmarks, and rely on notes or your memory. Understanding where to go is part of the experience.
Responsive Environment
The world adapts to your actions. Leaving dead bodies behind attracts other predators, filling the area with enemies again. The environment is filled with details forcing you to pay attention.
Escort and Care System
At the heart of the game is a child you must protect and carry. The child takes up inventory space, requires care, and reacts if ignored , potentially drawing threats with crying or distress.
Inventory Management
Space is limited. You'll constantly be making decisions about what to take and what to leave behind, healing supplies, ammunition, or upgrade parts.
Tension in Every Action
Opening your inventory, looting, or switching weapons takes time. You must always be aware of your surroundings and choose your moments carefully.
Varied Enemy Types and Boss Encounters
Each enemy behaves differently and presents its own threat. Some are aggressive, others deceptive, and none can be taken lightly.
Merchant and Trading System
If you find a merchant, you can trade supplies. But resources are scarce, and every transaction comes at a price.
Structured Yet Expansive World
The game is built as a linear progression through handcrafted, semi-open locations. Each area offers its own challenges, secrets, and threats.
Puzzles
What a good world would it be without puzzles everyone loves.
Difficulty Modifiers
Customize the challenge to match your preferred level of tension, or push yourself to survive under brutal conditions.
An excerpt from a field manual used across surviving territories
The world once again teeters on the edge of chaos, barely 27 years after The Collapse. Fear and hatred toward the Caascals intensify. Oppressed and hunted, they form a rebel collective in a desperate pursuit of justice, a move that triggers the first war of the New World.
28 AC. The Rebel Collective calls for peace. The Council of Nations responds with strict terms:
No Caascal may ever hold high office;
All Caascals must be trained in new state-run schools and use their abilities only for sanctioned purposes;
Caascals will be publicly registered and monitored. Any Caascal who steps out of line is declared an enemy of the New World and becomes a wanted target;
In return, the Rebels demand:
All Caascals be recognized as legal citizens of their birth states;
The Collective be officially acknowledged as The Voice, with full authority over Caascal training and capability assignment;
Research into Echo abilities continue without interference;
Both sides agree. This fragile peace becomes known as the Resonance Accord.
59 AC. As the annual summit of the Council of Nations nears, A young Caascal named Kairo, near the ruins of Riada, is ready to hit the road once again. Is he prepared enough?
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