Red Planet Apps
redplanetapps.com
Red Planet Apps
@redplanetapps.com
We make small, handmade horror - fully voiced, choice-driven, finish in a sitting. The Last House on Hollow Street is free now, 7 endings. The Family Recipe arrives Nov 1. A new mystery every holiday. redplanetapps.com/holiday-paths/
▶ Play free in your browser, no download: https://www.redplanetapps.com/holiday-paths/
▶ Or download it free on Google Play: https://play.google.com/store/apps/details?id=com.hollowstreet.halloween
September 15, 2026 at 4:20 PM
That makes sense — and a lived-in hub is exactly what makes the empty places land later. You need to know what normal looks like there before it gets taken away. Looking forward to seeing the district with people walking around in it.
September 15, 2026 at 12:23 AM
Handing a live bomb to a friend is such a clean idea — the laugh and the dread come out of the exact same second. The bomb as the O with the fuse going off is a great logo too. Congrats on getting the demo out.
September 14, 2026 at 9:10 PM
Backpack looks good, but the thing that got me in that shot is the lit windows in the blocks behind her. Empty street, fog at the far end, and somebody is still home. That does more work than a monster would.
September 14, 2026 at 9:10 PM
A candy-coloured theme-park logo sitting on a wall of grey game covers is a good joke before the game even starts. And your instinct is right — nothing named after a vegetable patch has ever turned out fine. Hope it bites back.
September 14, 2026 at 9:10 PM
That hub is already doing work as a shape — angular, cut through, nothing rectangular about it. Easy to forget a floorplan can be unsettling on its own, before a texture goes anywhere near it. Good luck with the server sectors.
September 14, 2026 at 9:10 PM
That harlequin floor is smart set design — the clown motif is built into the architecture instead of sitting on a costume, so the house reads as the thing doing it to you. And backlighting the figure in the far doorway, rather than putting it in the corridor with you, is the right call.
September 13, 2026 at 9:09 PM
El Silbón is such a good fit for a game — the whole horror of that legend is the distance rule, where the whistle sounds far away when he is close. That is a mechanic hiding inside a folktale. Good to see it in pixel art rather than played for jump scares.
September 13, 2026 at 9:08 PM
100 on day one of the demo is a great sign — congratulations. Also, the ID badge clipped to her skirt is doing a lot of quiet work in that key art. Horns, a pentagram, and then a laminated employee badge. That contrast says more about the tone than a logline could.
September 13, 2026 at 9:08 PM
The contrast fix is the one that matters. In the BEFORE the sprite is a dark block on a bright field; in the AFTER you can read a face and hands against the coat. The colder palette suits psychological horror better too — that old green was a little too cheerful for it.
September 13, 2026 at 9:08 PM
The house has 57 rooms and an average night touches 16, so there is always something true for it to say. Free to poke at if you're curious: https://www.redplanetapps.com/holiday-paths/
September 13, 2026 at 4:24 PM
Hitobashira is a hell of a title to build on — the idea that something had to be buried in the foundation for the structure to stand is horror before the game even opens. Strong premise to hang a trailer on. Good luck in Next Fest.
September 12, 2026 at 9:09 PM
That line — every locked room giving you another reason to stop opening doors, and you opened them anyway — is the whole genre in one breath. Point-and-click horror lives or dies on whether you want the next room more than you fear it. Great pick.
September 12, 2026 at 9:09 PM
[CAM 06] ROOM NO. 3 with a REPORT button in the corner is such an efficient setup — you're not exploring, you're deciding. And the little rowboat painting hanging over that disaster of a floor is a lovely touch. The caption got me.
September 12, 2026 at 9:09 PM
The cardboard-and-scissors look is committed all the way down — torn-paper title, taped polaroids, even the little sticker faces in the margins. That blue chapel shot with Lena mid-leap is my favourite of the three. Handmade horror hits different.
September 12, 2026 at 9:09 PM
The eye filling the frame while “Day 1, 11:10” keeps ticking in the corner is a great gut-punch — the clock runs whether you're ready or not. And that first room, one glowing screen in the dark, is a perfect walk-toward-it hook. Congrats on shipping it.
September 12, 2026 at 9:09 PM
If you want to go looking for it yourself, the whole thing is free — fully voiced, seven endings, and it runs straight in the browser: https://www.redplanetapps.com/holiday-paths/
September 12, 2026 at 4:15 PM
Enemy entries are a sneaky good place for it — a manual can state something as fact the game never confirms, and the player carries that doubt in with them. Looking forward to seeing what the bestiary gives away.
September 12, 2026 at 3:28 PM
Four in-person playtests before release is the right instinct for horror especially — you learn more from watching someone's shoulders in the room than from any survey. HorrorCon in October should be a great temperature check. Good luck at SideQuest on the 16th!
September 11, 2026 at 9:09 PM
"Nothing happens, and you like it" is doing so much work in that logline — the dread is already there before anything supernatural turns up. And making kindness the thing that destabilises him is a great choice. That's a premise worth sitting with.
September 11, 2026 at 9:09 PM
Rage-quitting EoSD stage 4 and coming out the other side with a working bullet hell minigame is the most productive possible way to lose. Graze 137 on Normal is respectable, too. Curious how danmaku feels slotted next to the exploration half — that's a fun collision.
September 11, 2026 at 9:09 PM