The Darkroom at Hollowmere
Story puzzle: develop glass plates under a crimson safelight and find the figures no one photographed.
Opening your story…

The Games Room · Six haunted chapters
A carriage without a reflection. A keeper without a name. Eighteen lost things that lead back to one stolen minute.
Hollowmere · 1897
Story puzzle: develop glass plates under a crimson safelight and find the figures no one photographed.
Opening your story…
Campaign chapters follow the Box of Lost Things. Hollowmere side stories award separate keepsakes and extra lore; they are not required for the campaign.
0 of 5 parlor keepsakes
Clara's keepsakes from the five Hollowmere parlor games. Tap an earned piece to inspect it; shadowed alcoves wait for their game. Separate from the campaign's eighteen artifacts.
Fill every alcove to unseal Clara's secret dispatch.
1894 · A crimson safelight studio. A box of exposed glass plates, never developed. Pull each plate from the developer at the right moment — too early and the image stays faint, too late and it burns black. A fictional glass-plate haunting, not the historical daguerreotype process. Sound optional · Touch and keyboard.
Story offers a wider clear-image window; Challenge needs a steadier hand. Completed photographs stay in your collection.
Plate I — The Porch Gathering
Watch the image emerge. Pull when details are clear, before a dark veil clouds the silver.


An unexposed silver surface.