Greenhollow
A town with shops, a tailor, an alchemist and a temple that keeps you safe. Walk out of the gate and the protection ends.
In development
Under development
An isometric pixel RPG for phones. Walk the world one tile at a time, hunt what moves, and earn every level with the weapon in your hand.





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A town with shops, a tailor, an alchemist and a temple that keeps you safe. Walk out of the gate and the protection ends.
Monsters notice you from seven steps away and come for you. Every swing trains the weapon you are holding, so the fight is the practice.
Ladders, holes and stairs open into caves that keep going: winding tunnels, dead ends and chests that only open once per character.
At the bottom of the map, a walled lair waits for a party. Pick tank, healer or damage; the rest of the party is filled by echoes of other players.
Beat the king and a portal opens to the next land: burned trees, its own creatures, a harsher sovereign. The tower of maps goes up from there.
What lives out there
Each one has its own walk cycle, its own loot table and its own idea of how close is too close.
Built for a phone
A joystick in the corner, or touch the ground and the hero walks there. Hold and drag and it becomes a thumbstick.
Touch a monster and it wears the red mark. The hero follows and swings every two seconds until one of you stops.
Four skill buttons around Target, plus heal, potion and the trinket. Keyboard and mouse work on desktop.
Under the hood
Old numbers that people still argue about, kept honest: experience curves, hit chance, drop tables. Everything is earned inside the game.
You are what you train. Swing a sword and the sword skill climbs; take hits behind a shield and the shield skill climbs. Any character can learn everything and none of it comes free.
Each of the four skill buttons holds a chain: a basic skill, then two steps with real choices. Fire goes to inferno or to a blue flame; steel goes to bleed or to a wide cleave.
Poor to mythic, and the frame tells you what dropped before you read the name. Shops sell common and uncommon; the good gear only comes out of something that fought back.
Thirty slots, a hundred of anything that stacks, and a warehouse at every temple. Full bag means no loot, no shopping, no excuses: go sell something.
You heal only while you are fed. Cheese lasts a while, a ham lasts a raid, and running out mid-hunt is a decision you made an hour ago.
Gems buy looks and warehouse space. The best skins are sewn by the tailor for trophies cut off bosses, so the way to look dangerous is to have been dangerous.
MMO-lite
The world runs on your phone. When you sync, the server hands back echoes: real characters of other players, driven by the game while you are online. They hunt near where they were hunting, they heal themselves, and they die like anyone else.
Under development
Nostalgica is being built in the open, one system at a time. Everything below is in the build, and everything below it is not.
Maps, art and numbers change weekly. Nothing here is a promise of a date.