PLAYABLE DEMO
About This Game
A 2D isometric survival-horror/RPG prototype built around a clear loop: explore the hotel, complete environmental quests, then evade an Abyssal Terror that can spawn out of sight and kill the player in one hit. Tension comes from limited information and pursuit, not scripted jumpscares.
Hotel Between is a 2D isometric survival-horror RPG prototype about entering an unfamiliar hotel, understanding its rules, and completing environmental quests before the space turns hostile.
There are no scripted jumpscares. Fear comes from limited vision, uncertain spawn timing, the sound and movement of pursuit, and the knowledge that one hit ends the run.
EXPLORE THE HOTEL
Quest objectives publish state changes instead of coupling every door, candle, and save operation together. A typical chain is extinguish the required candles, unlock the route, persist progress, and restore the correct objective after loading.
ESCAPE THE HUNT
The enemy moves through Patrol, Hunting, and Attacking states. Contact triggers a local one-hit death flow without freezing the whole game through global time scale, keeping UI, transitions, and recovery controllable.
01ExploreRead connected hotel floors through limited vision.
02Complete questsInteract with candles, keys, doors, and objectives.
03The hunt beginsAn Abyssal Terror spawns out of sight and starts pursuing.
04Escape or dieBreak pursuit and reach safety; one hit ends the run.