Hollowbody nails the mood of old-school survival horror, but its thin story, simple puzzles, and uneven combat keep it from fully landing
I am still not entirely sure how I feel about Hollowbody. This is a small survival horror game made mostly by a solo developer, and that still baffles me. Making a complete game is hard enough with a team, so seeing something this atmospheric, playable, and visually confident come from such a small production deserves respect.
On the other hand, Hollowbody is also the kind of game where you can feel the limits around it. Some parts are genuinely strong. Other parts feel like they needed more budget, more writing support, or just more time to click together. I liked a lot of the vibe. I was much less convinced by the story, the puzzles, and anything involving melee combat.

You play as Mica, an unlicensed black market shipper searching for her partner, Sasha. That description already made me pause because I am not sure the game ever made me understand what that really means in practice. The world has flying cars, future tech, and this dystopian, tech-noir look, but the actual game takes place inside an abandoned exclusion zone full of dead streets, broken apartment blocks, and mutated human things.
Mica crash-lands in the zone while trying to find Sasha, who went in there to investigate something. Why exactly did Sasha go there? What was she hoping to find? Why would anyone willingly enter a place where there is basically nothing except decay, danger, and weird corpses? Maybe I missed a voice line or a note, but I never felt like Hollowbody gave me a satisfying answer.
That is a shame because the place itself is excellent. Hollowbody has that creepy Silent Hill energy where the horror comes less from constant attacks and more from the feeling that the world has been abandoned in the wrong way. Empty roads, dead apartments, a park, a graveyard, a church, underground spaces, and yes, caves, all help sell that oppressive mood.

The PS2-era visual style works really well. It is not just retro for the sake of retro. The low-poly models, fixed camera angles, muted lighting, and grimy environments feel intentionally old-school without looking lazy. A room can feel threatening even when there is nothing inside it. Distant noises, radio static, and the quiet emptiness of the zone do more heavy lifting than any jump scare could.
You can play with fixed camera angles or a more modern third-person camera, and I tried both. The third-person mode works even though it feels little janky, but for me the fixed camera setup is clearly the better way to play. It makes the environments feel more composed and cinematic, and it adds tension to basic movement in a way the over-the-shoulder camera does not.
Structurally, Hollowbody is very familiar. You explore, find keys or key-like objects, unlock doors, collect ammo, read notes, and slowly push deeper into the zone. The puzzles are functional, but there is not much here that surprised me. Most are simple lock-and-key checks or light object-use problems.

Combat is a mixed bag. Ranged combat works well enough. You start with a revolver, later get a bow, and can also find a shotgun. The bow made me laugh a little because this is a world with flying cars and futuristic tech, but sure, here is a bow. Still, ammo matters and enemies can be threatening when they close distance.
The problem is that enemies take quite a lot of punishment, so fights can feel more draining than tense. I was often weighing whether it was worth spending ammo, which is good for the genre, but sometimes it was simply because killing them took too long. There is also not much enemy variety.
Melee combat is where Hollowbody feels weakest. You can find things like a nailed plank, an electric guitar, and later a road sign post, but I never found melee satisfying or reliable. It feels clunky, slow, and dangerous, so I avoided using it almost completely.

Luckily, the classic survival horror strategy of just running away works surprisingly well here. I avoided most encounters with ease. That undercuts the danger a bit, but it also made the game more enjoyable because I was more interested in exploring the zone than repeatedly fighting the same monsters.
Where Hollowbody frustrated me most was in how its story threads never really paid off. Mica communicates with something over the phone that clearly knows things about her. You also meet someone who has apparently been living inside the zone. These moments should be fascinating, but they never developed into something that made the mystery feel sharper.
The ending I got was especially strange. There is a creepy boss fight near the end, but mechanically it is extremely simple, and then the game wraps up in a way that felt abrupt and unsatisfying. I assume Hollowbody has multiple endings since it told me so in the end summary screen, but during my playthrough I did not notice anything that clearly suggested I was changing the outcome.

That is kind of Hollowbody as a whole. The atmosphere is great. The visual direction is great. The camera options are smart. Ranged combat works well enough to support the resource management loop. But the story left me cold, the puzzles are basic, melee combat feels bad, and the ending did not give me the payoff I wanted.
Still, I cannot dismiss it. There is a real game here, and there is a clear vision behind it. For fans of old-school survival horror who are hungry for fixed cameras, oppressive silence, and lonely exploration, Hollowbody is worth checking out, especially on sale. Just go in expecting a strong mood piece more than a fully satisfying horror story. Thanks for reading!





