Dwelling on the Hill

Dwelling on the Hill

About the Game

ABOUT THIS GAME

A devout man... discovered something beneath the hill that did not belong to this world. Something that whispered in a language older than scripture itself. He built his house directly on top of it. Not to worship it. To defeat it and imprison it.

By studying its symbols, he learned how to break them. By reading its texts, he developed countermeasures. By listening to its whispers, he tried to understand the enemy.

But he listened for too long.

Today, the house still stands. Whatever is inside does not like the light outside. Salt lines rest at the threshold of every door; not to keep something out, but to keep something in.

You are Elias in this story. You came looking for an adventure. This is your fate.

HOW TO PLAY

Non-Euclidean house architecture. The house may look small from the outside, but do not let that fool you.

Listen to the doors before you enter. In the lower layers of the house, the wrong door means death. Walk toward it. Listen. Trust your instincts about which door is safe (or don't).

Trust nothing. The house already knows you are there. Rooms shift when you are not looking. Hallways fold in on themselves. Once you go down the rabbit hole, God help you.

THE DESCENT

The house is a vertical journey into the work of a man who lost his war against the dark.

Upper Floor: Dusty crosses. Prayer beads. Piles of holy books and occult texts. The fading warmth of a man who still believed.

Ground Floor: No prayers here. Nature has reclaimed what belongs to it. Symbols are changing. Something seeps through the walls, and it is not paint.

Below: Sulfur. Stagnant water. Flies. An atmosphere that bends even the light itself. A truly revolting and suffocating place. Vile abominations have been committed here.

The End: What he tried to lock away is still there.

FEATURES

  • First-person atmospheric horror. Slow, deliberate, suffocating.

  • If you hate jumpscares, this game was made for you.

  • Physics-based interaction; grab, throw, push. The world has weight.

  • Environmental storytelling; no cutscenes, no narrator. Every object in the house has a meaning.

  • Diegetic interface; no HUD, no health bar. Only Elias's silent thoughts shown as subtitles.

  • One house, infinite corruption; revisit familiar rooms as decay spreads from top to bottom.

  • A dense, handcrafted experience; every object placed with care, every silence designed with intent.

FROM THE DEVELOPERS

We are a two-person team. We were looking for a game like Dwelling on the Hill, but nothing like it existed on the market, so we built it ourselves.

Every room is handbuilt. Every shadow is placed with intention. We are still in development and some things will change, but our vision will remain the same: a horror game that respects your intelligence and does not need to scream to scare you.

If that is the kind of horror you are looking for, add us to your wishlist. It really does make a difference.

Apocrifa Labs Interactive.

Initial Release