Hellternum
Weird Potro Studio
There are many hells, and not all of them burn. This one has corridors that don't always lead to the same place, things that run at you and can't be stopped, and objects that should mean something to you. You don't remember what you did. This place does. Abandon all hope.
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A PLACE THAT SHOULDN'T EXIST
You wake up with no memory of how you got here, in a place that shouldn't exist. The corridors repeat, the doors lead to rooms you've already seen, and yet nothing ever quite feels the same twice. Something is here with you — and it hasn't come to explain itself.
NO ONE'S GOING TO TELL YOU
That's not how this place works. Whatever you learn, you learn by walking through it — reading each room, surviving long enough to reach the next door. The further you go, the less you like what you're starting to understand.
THE PLACE KEEPS SCORE
Messages are scrawled across the walls, unexplained. Rooms that shouldn't make sense, somehow do. Silence breaks exactly when you've stopped expecting it to. Nothing here is told to you through dialogue or a cutscene — the answers are found, not spoken.
STAYING ALIVE
Hellternum plays in third person, the camera locked close over your shoulder, so you never quite see what's coming until it's already on top of you. You've got a pipe wrench for close-quarters defense and a pistol with a fixed supply of ammo that never refills — every round counts, and none go to waste. There's no save option: the game is built to be finished in one sitting, so every choice actually matters.
ABOUT THE PROJECT
Hellternum is developed by Weird Potro Studio, with an original score composed specifically for it — built to be played in a single session, and to stay with you well after that session ends.
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