The Sunken Asylum
Action: a first-person journey through flooded wards. Banish echoes, ignite ether vessels, and uncover Ada Bell’s story.
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
Action: a first-person journey through flooded wards. Banish echoes, ignite ether vessels, and uncover Ada Bell’s story.
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.

Saint Orla’s · 1908 · A fictional haunting
The river swallowed Saint Orla’s, but its lights never went out. Follow Nurse Ada Bell’s trail through three flooded wards. Your silver lantern scatters hungry echoes; the red ether vessels erupt when struck. Restore the relays. Find the bell. Bring them home.