Hollow Moon
| Rank | Player | Score |
|---|---|---|
Guest | 2,564 | |
Guest | 1,889 |
About Hollow Moon
Hollow Moon is a fast retro first-person shooter set on Selene-7, a helium mining station on the far side of the Moon, out of sight of Earth. At 03:12 the deep drill broke into a sealed vault under the crater. The Moon is hollow, and what was shut inside it is climbing the shaft. You play Juno Marek, the night technician of the drill, and the only way out is down: through the station, across the surface and into the vault, to close it.
The run has four levels. The Habitat Ring teaches doors, keycards and your first window. The Helium Works has a lift, catwalks over the refinery hall and pressurised helium tanks that burst when shot. The Farside Traverse is open surface with no air and low gravity, long slow jumps over crevasses and oxygen to manage between the domes. The Hollow drops down the drill shaft into the carved vault, where the Warden waits behind a shield that guns barely scratch.
The trick of the station is decompression. Shoot out a window and the room's air rushes out through the breach; deep in the vault, emergency valves do the same. For a few seconds the gale drags light creatures and loose items to the hole and blows them into space, and every creature lost that way counts as a vented kill worth half again as much. Then the room is vacuum and your suit starts to use its own oxygen. Airlock doors will not open between air and vacuum until the pressure matches, and a seal switch drops a shutter over the hole and refills the room. Venting is always a choice with a cost.
Your weapons are mining tools: a wrench that is always there, a rivet gun, a mining scattergun, a plasma cutter and a charge thrower that lobs seismic charges. The creatures from the vault each fight differently: husks walk you down, skitters rush in packs, spitters lob globs, lanterns float and burn, rams charge across the open surface and the Warden guards the vault itself.
Every level hides two secret rooms and has terminals with short logs from the crew. Three difficulties change how many creatures you meet and how hard they hit: Cadet, Driller and Nightwatch.
Game Details
- Developer
- PixelDen (original)
- Released
- Genre
- Shooter
- Platforms
- Desktop, Mobile (landscape)
- Controls
- WASD moves and strafes, the arrow keys move and turn, and the mouse turns once you click into the game (Esc lets go of the mouse). Left mouse button, Ctrl, J or F fires. E or Enter uses doors, switches and terminals. Space jumps. Keys 1 to 5 pick a weapon, Q or the mouse wheel takes the next one. Tab opens the map, M mutes the sound and P or Esc pauses. With a gamepad the left stick moves, the right stick turns, RT fires, A jumps, X uses and LB or RB change weapons. On a phone or tablet held sideways the left stick moves, a drag on the right half turns, and FIRE, USE, JUMP and WPN do the rest.
- Languages
- English, Español, Deutsch
Frequently Asked Questions
What is decompression in Hollow Moon?
Shooting out a window opens the room to space. The emergency valves in the Warden's hall, deep in the vault, do the same. For a few seconds the air rushes out, pulling light creatures and loose items through the breach, and then the room is vacuum. Creatures lost this way count as vented kills and score 50 percent more. Your suit then runs on its own oxygen until you reach air, a canister or a seal switch.
How does oxygen work?
Your suit holds about half a minute of oxygen. It drains in vacuum, refills by itself in rooms with air, and an oxygen canister fills it at once. When it reaches zero you start losing health quickly, so on the surface move from dome to dome without stopping too long.
How do I beat the Warden?
The Warden's shield turns most damage aside. Its hall has three emergency valves. Open them one at a time: each venting gale tears away a third of the shield. While the hall is without air the Warden cannot fire, so use that moment to hit it hard.
Why will a door not open?
Coloured doors need the amber, cyan or magenta keycard. Airlock doors stay shut while one side has air and the other is vacuum, so look for the airlock chamber or seal the vented room first. A door only refuses because a keycard is missing or because the pressure differs on its two sides, and the prompt under the crosshair names the reason.
What happens when I die?
The level starts again with the weapons and ammo you carried into it and full health. The level clock keeps running and each death takes 500 points off the level score.
How is the score calculated?
Each finished level scores points per kill by creature kind, half again for vented kills, 500 per secret room, 10 per second under the level par and up to 600 for accuracy, minus 500 per death. Sealing the vault adds 5000. Cadet multiplies everything by 0.6, Driller by 1 and Nightwatch by 1.5. A continued run is not ranked.
