The Midnight Lost-and-Found
Branching story: one night at the parcel window, six ghostly claimants, and three endings shaped by what you say and return.
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
Branching story: one night at the parcel window, six ghostly claimants, and three endings shaped by what you say and return.
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.
1897 · Hollowmere Station parcel office, after the last train. Six strangers come to the window across one long night, asking for things lost when the carriage vanished. What you hand over — and what you choose to say — decides how the night ends. Three endings wait in the dark. A fictional haunting.
Act I · The Early Claims
Claimant 1 of 6 · Mistakes 0/3
A woman in travelling grey
“I was told to keep it until the terminus. It has two dates on it, and only one of them is mine.”