Superglue
Free with account

Holloway

2–10 players · ~15 min per run

In the game
Holloway gameplay
Holloway gameplay
Holloway gameplay
Holloway gameplay
Holloway gameplay
Holloway gameplay

Holloway is a house that does not agree with itself. You and your team step in through the Study, a warm room of lamplight and old books, and the keeper of the door opens a hallway that was not there a moment ago. Beyond it is a dark, shifting labyrinth, and the only way anyone leaves is together.

Scattered deep in the maze are glowing sigils, and none of them will lift for a single pair of hands. So you split up, you call to each other across the walls, and you talk. Most of a run happens out loud: someone describes a corridor, someone else recognizes it, a third person says the walls just moved and none of that holds anymore. Carry the sigils back to the Study, set them into the great seal, and the front door opens.

A run takes about fifteen minutes and never repeats. There are no jump scares and no way to lose a player, so Holloway lands well with a team that does not usually play games. Bring a voice call and two to ten explorers. The house handles the rest.

Co-opPsychological safety
Step right up

How to play

  1. Step 1

    Gather in the Study

    Pick a name and step inside. Everyone lands in the Study together, and the first one through the door becomes its keeper. Play over a voice call, since the whole game is people talking to each other.

  2. Step 2

    Open the hallway

    When the team is ready, the keeper opens a doorway into the maze and you all walk in. Move with WASD, look with the mouse (click to capture the cursor, Esc to release), and press E to interact.

  3. Step 3

    Explore in pairs

    The sigils will not lift for one person, so head into the dark in twos and stay in earshot. When you lose track of each other, press F to send a flare arcing above the walls and call everyone back to you.

  4. Step 4

    Mark your way

    There is no minimap, and the house will not allow one. Drop glowing way-lights with Q to remember a route, and press Q beside one of your own to pick it back up and reuse it further on.

  5. Step 5

    Mind the shifts

    Roughly once a minute the house rearranges itself: a low rumble, then walls rise and sink. The maze stays connected, but the map in your head is now wrong. Find each other again, then read the corridors from scratch.

  6. Step 6

    Seal the door

    Carry each sigil back to the Study and set it into the great seal. When the last one drops into place, the front door opens and the whole team walks out together.

The team report

Play the game. Keep the evidence.

Co-op games live on clear communication. The report shows who kept the channel clear when the pressure got loud, and where instructions got lost. Our reporting bot sits in on your video call while you play, and the reports land in your inbox minutes after the game ends. They are built from what your team said in the game, not from a survey.

Team Dynamics Map — sample reportRecommended for this game

Team Dynamics Map

How the group collaborated: interaction patterns, roles and balance.

Pressure Response Profile — sample report

Pressure Response Profile

How each player responded when the clock and stakes ramped up.

Key Moments Analysis — sample report

Key Moments Analysis

The pivotal exchanges of the session, annotated.

One rule we don't bend: the report is a mirror for the team, never a dossier for the boss. Sessions are scheduled and opt-in. Powered by Team Building Bot.

For clients & partners

Take Holloway with you

The story, the facts and the artwork in a single PDF, ready for your deck or event proposal.

Download the one-pager
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