A psychological horror thriller

HospitalityProperty of Hell

You run a house in Hell. Sinners knock. You decide who comes in, who you believe, and who you hand to the Warden.

Coming soon for PC
The setup

Shelter. Talk. Redeem. Sacrifice.

You died. You woke up inside a house in Hell. The first knock is Charlee, Hell's liaison at this outpost. She gives you the job: sinners will come to your door, and you decide where each one belongs. Torture. Service. The city. The mines.

She also tells you the rule of the place. Nobody leaves here redeemed. Then you find a note in the desk ledger, and a prior keeper says otherwise. Samuel walked out of this house in light.

So you shelter them. You talk to them. You learn who they really are, because the story they tell at the door is never the whole one. Some of them lie to you. Some of them lie to themselves. One of them might be ready.

Read the full concept
The house: a decayed two-story Victorian under a red sky in Hell, a warm light deep inside the doorway
How a night goes

One knock at a time

The whole game is a loop you never fully control. Every guest changes the house.

  1. A knock at the door

    Ordinary guests knock. The Warden pounds. You learn the difference fast.

  2. A soul asks for shelter

    They stand on the porch with a name, a crime, and a version of it they can live with.

  3. Question them, or let them in

    A few short beats at the threshold. Invite them to a bedroom or the couch, or turn them away for good.

  4. They live in your house

    Guests roam, rest, argue, and size each other up. Some of them are dangerous to the others. Some are dangerous to you.

  5. The Warden demands a sacrifice

    Forty-five seconds to answer the door and give him someone. He does not leave empty-handed.

  6. You choose who to give up

    Or you refuse, and he kills you. There is no clever third option.

  7. You attempt a redemption

    When you believe a soul has truly changed, you pick up the kitchen phone. Be right, and the Warden burns. Be wrong, and you both pay.

The Warden: an enormous armored knight in scorched, pitted iron plate with a small closed helmet
The enforcer

The Warden

He is Hell's collector. An enormous knight in scorched iron, he does not talk much and he does not negotiate. He knocks, he demands a soul, and he kills the keeper who refuses him.

He can be destroyed, but only one way. Hand him a soul who has truly changed and his touch turns that soul into light. The light frees them and burns him. Hand him a soul who only sounded ready, and he punishes you both: a torture chamber, a long walk back, and a house that remembers.

Read his file
The residents

Sixteen souls and counting

Every guest has a crime, the story they tell about it, and the truth underneath. The roster has all of them: full bios, trait sheets, who they get along with, and their backstory videos.

In development

Coming soon

Hospitality: Property of Hell is in development in Unreal Engine 5 for Windows PC. The house is built, the first guests talk, and the roster is growing. Check back for the release.

See where the build stands