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About Hollow Parish: Dead Frequency

Hollow Parish: Dead Frequency is a single-player horror campaign played from a desk in an old house at the edge of a parish. You investigate cases, choose which hunters to send into the field and guide them over the radio. You never see what they encounter: the horror comes through voices, text and evidence.

Investigate the cases

By day, you examine testimony and archive evidence to develop a theory about each case. Reports may describe cold spots, missing livestock, marks on a threshold or a child speaking in someone else’s voice. Evidence can be conclusive, contradictory or mimic another signature entirely. Developing the relevant branch of the archive filters false signals; leaving it undeveloped can send your team out nearly blind. Some cases involve no threat, while others involve a person rather than a monster.

Choose your team

You decide who goes on each mission and what they carry. Hunters have perks, injuries, loyalty and a breaking point. Success depends on investigating correctly, not simply on having a strong team: veterans sent on a wrong theory may all be lost, while rookies sent on the right one can all return.

Guide them by radio

At night, the lights go down, leaving a desk, a lamp and a blinking radio. Hunters call from the site, describe what they see and ask what to do; you have seconds to answer. Your decisions rely on what you know about the case. If your theory is wrong, your response can get a hunter killed, and the call may break off as you hear it happen.

A campaign of consequences

The campaign lasts 22 days, from the first call to the last. In the morning, you learn who returned, who is injured or broken, and who is gone, and keep track of which decisions led to those outcomes. Hunters who die stay dead, but the campaign continues without them, and a new case appears on the board.

The final threat is an entity of unknown type, and its type changes with every campaign, so the ending cannot be memorised. On the last night, three channels are live at once and every surviving hunter is in the field; you cannot be everywhere.

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