
Contact Us
Table of Contents
Dont hesitate to contact us and reach out to talk all things devlog, playtesting, or the upcoming Unity vertical slice. I’m building this slice in public and your messages directly guide what I tackle next.
How I use your message
- Playtesting & feedback: balance notes, UX friction, readability, pacing, scares that landed (or didn’t).
- Bug reports: platform, steps to reproduce, expected vs. actual, and (if possible) a screenshot or short clip.
- Press/creator requests: keys for the demo, screenshots, logo, short pitch, and interview availability.
- Collaboration & tools: shaders, audio, performance tuning, or small systems that can improve the slice.
- General questions: engine choices, roadmap timing, or devlog topics you’d like covered.
What to expect
I reply within 1–2 business days. If you’re emailing about a crash or blocker, I’ll try to repro and follow up with a fix or a temporary workaround. For press/creator requests, I’ll share a lightweight press kit and the current target date for the itch.io demo.
Best info to include
- Subject: Playtest / Bug / Press / Collab / General
- Platform & spec (if bug): OS, GPU/CPU, RAM, driver version
- Build & area: tunnel, road, car/flashlight, forest path, or mansion
- Steps: what you did before the issue appeared
- Contact: your email or preferred handle
Roadmap & where your feedback helps most
The slice is laser-focused on a 10–15 minute loop that feels polished and replayable. Immediate focus areas:
- Wayfinding in the forest path (landmarks, light cones, breadcrumbs)
- Flashlight UX (falloff, battery, readability without killing tension)
- Mansion beats (keys, micro-puzzles, safe rooms, save points)
- Performance on mid-range hardware (profiling + quick wins)
If you’ve played similar atmospheric titles and have notes on pacing or encounter density, I’d love to hear them.
Why Feedback Matters
Every message I receive shapes the future of Hollow Despair and the vertical slice demo. Indie horror development is an iterative process, and hearing directly from players means I can double down on what resonates and refine the rough edges before a public release. Your input isn’t just helpful—it’s part of how this game gets made.
For Playtesters
If you’re joining the playtest, your role is vital. Think of yourself as an early collaborator: every scare, glitch, or pacing hiccup you point out helps elevate the experience. I use tester notes to fine-tune level flow, improve atmosphere, and ensure the final release feels sharp, immersive, and terrifying in the right ways.
For Press & Content Creators
If you cover indie games, horror projects, or psychological thrillers, I’d love to connect. I can provide review keys, background on the studio, and behind-the-scenes insights into the development process. My goal is to make it easy for you to share Hollow Despair with your audience while giving you something fresh and unique to cover.
For Fellow Developers
Indie devs often learn from each other. If you’re working in Unity or exploring narrative-driven horror, reach out. Whether it’s shader tricks, lighting workflows, or tools that make iteration smoother, I’m always open to swapping notes and finding ways to collaborate. Don’t be shy, I know how we devs can be 🙂 Contact us even if to share something you’re doing or achieved in this space.
Privacy & consent
Your message goes only to me. I’ll use your email to reply and, if you opt in, to send devlog updates. You can unsubscribe any time, and I don’t sell or share addresses.