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Ded Hed Studios

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A member registered Dec 28, 2023 · View creator page →

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Recent community posts

Steam Demo Submitted!

Just a quick update!

The Hollow Steam Demo has officially been uploaded and submitted to Valve for review.

Everything is now in Valve's hands while the review process takes place.

It's exciting to finally reach this milestone after months of development and polishing. I can't wait for everyone to explore Gravesend Hollow and experience the first portion of the game.

As soon as the demo is approved, I'll post another update with the announcement.

Thanks for sticking with me throughout development. Your support truly means a lot.

Hollow Development is Moving to Steam

Just wanted to let everyone know that Hollow's primary development is moving over to Steam.

The Steam page is now live, and future announcements, demos, screenshots, patch notes, and community discussions will take place there.

An updated demo and brand-new trailer are planned for July 23. At that time, the current itch.io demo will be retired in favor of the Steam demo.

To everyone who's downloaded the game, left feedback, or followed development here on itch.io—thank you. Your support has meant a great deal and has helped shape Hollow into what it is today.

I hope you'll join us on Steam as development continues!

— Ded Hed Lead
Ded-Hed Studios

Well, it's definitely a nice old school feeling game. I would have never guessed unreal. Controls and movement are smooth. UI is sharp. Character creation would definitely polish it off. Overall if you see it though I'd buy it and play. Like I said, really nice nostalgia feel to it.

Hollow is Now on Steam!

After months of building systems, expanding content, and polishing the demo, I'm excited to announce that Hollow now has its official Steam page!

If you've been following development here on itch.io, this is a huge milestone for the project.

Please take a moment to visit the Steam page and add Hollow to your Wishlist. Every wishlist helps the game reach more players and makes a real difference for an indie developer.

The itch.io demo will continue to receive updates as development progresses, and your feedback has already helped shape many improvements, including:

  • Expanded ability system with 45 unique skills
  • New Recipe Synergy crafting system
  • Improved combat pacing and responsiveness
  • More enemy types and dungeon content
  • Expanded town and NPC interactions
  • Numerous balance changes, bug fixes, and UI improvements

There's still plenty more to come, including additional dungeon levels, more monsters, unique items, boss encounters, achievements, Steam integration, and two-player co-op.

Thank you to everyone who has downloaded the demo, reported bugs, and shared feedback. Every comment has helped move Hollow closer to the classic dark ARPG experience I've always wanted to create.

If you're looking forward to the full release, please Wishlist Hollow on Steam and continue following development here on itch.io.

The journey into the darkness has only just begun.

Hollow on Steam

Thanks. Ive been playing through you're game. Love it. What engine are you using? I started something similar years ago but didnt get anywhere close to what you have.

Interesting game. I like it. Hope to see mor

I have to wonder why not community? Even with a free demo. What really hooks someone to try your game?

Hollow Demo Patch — Small Update Today

I’ve pushed another small update for the Hollow demo today.

This patch focuses on cleaning up a few issues that were found right from the start of the game. Some early bugs slipped through in the previous build, so I wanted to get those corrected quickly instead of letting them sit until the next larger update.

I also added difficulty buttons, giving players more control over how they want to experience the demo. Hollow is still being balanced, and this should help players choose a pace that feels better for them while I continue tuning combat, enemies, and progression.

Loot also received another pass. Drops should feel better overall, with more attention given to how items appear, how often rewards show up, and how the early game feels when gearing your character.

This is not a huge content update, but it is an important polish patch. Hollow is still in beta, and every pass like this brings it closer to the old-school action RPG feel I’m aiming for.

Thanks again to everyone who has tried the demo, watched the trailer, or given feedback. Even the small reports help a lot.

Patch Notes

  • Fixed several bugs found near the start of the game
  • Added difficulty selection buttons
  • Adjusted loot drops again for a better early-game reward flow
  • Continued polish and balance improvements

More updates are coming as Hollow continues to take shape.

https://ded-hed-studios.itch.io/hollow/devlog/1563193/the-beta-demo-is-here-a-ma...

Hollow - Major Demo Update & New Trailer Arriving June 24

Hello everyone,

On June 24th I'll be releasing a major update for the Hollow demo along with a brand new trailer.

This update represents a significant step forward for the project. While Hollow is still in beta, the game is already dramatically improved compared to the previous public build and much closer to the dark, old-school ARPG experience I've been working toward.

Some of the improvements include:

Expanded ability system with 45 abilities

Major combat balancing and AI improvements

New enemies and creature variety

Additional dungeon content and progression

Expanded town area and NPC interactions

UI improvements throughout the game

Improved itemization and character progression

Numerous bug fixes and quality-of-life improvements

Hollow is heavily inspired by classic dungeon-crawling ARPGs, with an emphasis on atmosphere, exploration, meaningful loot, and build customization rather than fast-paced screen-clearing combat.

The upcoming demo will continue to feature the first portion of the game while showcasing many of the systems that will form the foundation of the full release.

If you've already played the previous demo, I encourage you to give the new version a try. The difference between the current build and the upcoming release is substantial.

As always, I'm looking for constructive feedback on:

Combat feel

Character progression

Difficulty balance

Loot and itemization

Dungeon atmosphere

UI and usability

Overall enjoyment

Thank you to everyone who has taken the time to play, comment, and help shape Hollow's development.

See you on June 24th. The darkness beneath Gravesend Hollow is growing deeper.

Hollow Beta Demo Updated — Cleaner Download, Better Combat, Better Loot, and New Town Content

The Hollow beta demo has been updated.

This is not the first beta release, but it is an improved build with several fixes, balance changes, item updates, and new town content. The biggest change is that the demo is now being delivered through itch.io’s Butler service, which replaces the old split download setup.

The previous 3-part RAR download was confusing and frustrating. That has been fixed.

Players should now have a much cleaner download and install experience.

Download Update

The demo has been re-uploaded using Butler.

This means the old split archive setup has been removed and replaced with a cleaner Windows build. If you tried to download Hollow before and were put off by the multi-part RAR files, please try again.

The goal is simple: download the demo, launch the game, and play.

Combat and Enemy Balance

Several enemy and combat issues were adjusted in this build.

Some enemies, including ogres and ripper dogs, were not feeling as dangerous as intended. This build includes work to correct enemy strength and make certain creatures behave more like they should.

Poison enemies were also improved. Insects now properly show poison behavior, and poison damage has been adjusted so it can vary instead of always dealing the exact same amount. Stronger enemies can now apply more dangerous poison damage, which should make enemy difficulty feel more consistent as the game progresses.

These changes should make combat feel more balanced and make dangerous enemies stand out more clearly.

Loot and Item Pickup Fixes

Dropped items now behave better when they fall to the ground.

Before this update, items could sometimes be interacted with too early while they were still dropping or landing. That has been fixed.

Items dropped by enemies, chests, or the player now only become collectible after they have landed. Their pickup labels also follow this rule, so the item should not act like it is ready before it actually is.

This should make looting feel cleaner and prevent strange pickup behavior.

Shop and Inventory Improvements

Several shop and inventory interaction issues were fixed.

When buying or selling items, item inspection windows should now close properly. This prevents item tooltips from staying open after the item has already been bought, sold, or removed from the slot.

This should make shopping, selling, and inventory management feel cleaner and less confusing.

Item Tooltip and Description Fixes

Item descriptions have been improved.

Several items now explain what they do more clearly, especially consumables and scrolls. This should make it easier for players to understand how to use items without guessing.

Updated item descriptions include:

  • Identify scrolls
  • Recall scrolls
  • Health potions
  • Mana potions
  • Stamina potions
  • Rejuvenation potions

The identify scroll now explains that the player should right-click the scroll, then click unidentified gear. The recall scroll now explains that it opens a portal back to town and only works while inside the dungeon.

A formatting issue in the small mana potion description was also fixed.

Ring Equipment Fix

Rings have been fixed so they can properly equip into either ring slot.

Both ring slots should now accept valid rings, making ring equipment behave the way players expect.

New Town NPC: Mother Veyra

Mother Veyra has been added as a new town character.

She is a witch-like old-faith vendor who deals in charms, remedies, scrolls, potions, and magical jewelry. She brings new dialogue, rumors, and lore tied to Gravesend Hollow, the old signs, curses, spirits, poison, the missing children, the mines, the broken seal, Seraphel, and the deeper mystery beneath the town.

Mother Veyra has a large set of dialogue topics that can change as the player progresses deeper into the dungeon. She is meant to feel unsettling, practical, and knowledgeable about things the other townspeople either fear or misunderstand.

Her shop includes items such as:

  • Identify scrolls
  • Recall scrolls
  • Health potions
  • Mana potions
  • Rejuvenation potions
  • Magical jewelry

More town dialogue and lore work will continue as development moves forward.

Town and Content Work

This build also includes recent work connected to the town and Mother Veyra’s place in it.

Some town-related content, prefabs, and scene work have been updated as part of bringing her into the game. This is part of the larger goal of making Gravesend Hollow feel more alive, useful, and tied to the dungeon below.

Utility, UI, and Visual Work

Several recent project updates also touched supporting systems, UI helpers, dungeon tools, minimap-related assets, visual assets, materials, shaders, and environment pieces.

These are not all major player-facing features yet, but they support the continued development and polish of the demo.

Build Status

The updated build has been tested and currently builds successfully with 0 errors.

There are still some warnings from older code and third-party assets, mostly related to Unity API changes, but they do not currently prevent the game from building.

Feedback Wanted

This is still a beta demo, and feedback is the main reason it is available.

If you play the updated build, I am especially looking for feedback on:

  • Combat feel
  • Enemy difficulty
  • Poison and status effects
  • Loot drops
  • Item descriptions
  • Shop and inventory usability
  • Ring equipment behavior
  • Dungeon pacing
  • Town NPCs and dialogue
  • Bugs, crashes, or anything that feels broken
  • Performance issues
  • Anything confusing, frustrating, too easy, or too punishing

Even short feedback helps.

Thank you to everyone who checks out Hollow, reports issues, or gives the demo another try after the old download setup. This update should make the game easier to access and smoother to play.

The first public beta demo for Hollow is now available.

Hollow is a dark fantasy action RPG inspired by classic dungeon crawlers, set in the cursed town of Gravesend Hollow and the dungeon buried beneath it: The Black Reliquary.

The current beta demo includes the first five dungeon levels, which can be replayed as many times as you like. Create a character, gather loot, test different builds, fight undead and cursed creatures, use vendors in town, and push deeper into the dungeon.

This is an active beta, so gameplay, visuals, balance, UI, audio, performance, and content may change as development continues.

I’m especially looking for serious feedback on:

  • Combat feel and difficulty
  • Loot drops and item progression
  • Abilities, stats, and build variety
  • Dungeon pacing and atmosphere
  • Inventory, shops, and UI clarity
  • Bugs, crashes, performance issues, or anything that feels broken
  • Anything that feels too slow, too easy, too punishing, or unclear

The goal is to find out what works, what needs improvement, and what would make players want to keep descending deeper into Gravesend Hollow.

Donations are completely optional, but they help support continued development beyond this early demo. More than anything, I appreciate players taking the time to test the game and leave useful feedback.

Thank you for playing and helping shape Hollow.

Trailer / Download:

    • Their character build
    • Cool loot drops
    • Hard fights
    • Death stories
    • Screenshots
    • Favorite moments
    • How far they got
    • What would you like to see added?
    • What would make the demo more replayable?
    • What enemies, abilities, items, or dungeon features would you like?
    • What would make Hollow feel more complete?
    • Are controls clear?
    • Is inventory easy to use?
    • Are item tooltips readable?
    • Is the character sheet understandable?
    • Are shops easy to use?
    • Is anything too small, hidden, or confusing?
    • Did you know what to do next?

    Does the dungeon feel dark and dangerous?

    Are the floors interesting to explore?

    Does it feel too empty or too crowded?

    Are rooms, halls, lighting, and sounds working?

    Did anything feel repetitive?

    Did you want to go deeper?

    (1 edit)

    We want to know if players feel like they are building a character, not just gaining numbers.

    • Did your build feel different as you leveled?
    • Which abilities felt useful?
    • Which abilities felt weak or confusing?
    • Did stats feel meaningful?
    • Did you feel forced into one playstyle?
    • What kind of build did you try?
    (1 edit)

    Hollow is loot-driven, so this one matters a lot.

    • Are drops exciting?
    • Are there too many or too few items?
    • Do magic, rare, and unique items feel meaningful?
    • Are item stats easy to understand?
    • Does durability feel fair?
    • Are shops useful?
    • Are potions, scrolls, and gold dropping at a good rate?
    (1 edit)

    We’re looking for feedback on how combat feels moment to moment.

    • Do attacks feel responsive?
    • Do enemies feel fair?
    • Are you getting surrounded too easily?
    • Is the dungeon too easy, too hard, or about right?
    • Do ranged enemies, melee enemies, and bosses feel different enough?
    • Does hit reaction feel fair or annoying?
    (1 edit)

    Report crashes, broken quests, stuck characters, animation problems, missing UI, save/load issues, bad performance, or anything that seems broken.

    • What happened?
    • What were you doing when it happened?
    • Can you repeat it?
    • Screenshot/video if possible
    • PC specs if performance related
    Hollow community · Created a new topic General Feedback
    (1 edit)

    Tell us what you liked, what felt weak, what confused you, and what would make you want to keep playing. Be as specific as possible.

    • What was your first impression?
    • Did the game feel fun right away?
    • What part made you want to keep playing?
    • What part made you stop or get frustrated?
    • Did the game feel like a dark fantasy ARPG?

    Hello everyone,

    We’re Ded Hed Studios, currently developing SpecterOS — a neo-cyberpunk hacking simulation where you operate inside a living OS. It features:

    • A custom-built terminal and desktop environment

    • Modular virus construction with branching logic

    • Procedurally generated servers to infiltrate

    • Story-driven missions with ghosts in the code

    Our first playable demo is now live, and we’d love your help.
    Right now, we’re looking for feedback on:

    • Clarity of the UI (does it feel readable and usable?)

    • Flow of the early jobs/missions (too easy, too hard, just right?)

    • Performance and pacing (smooth? glitchy? sluggish?)

    If you download and play the demo, your feedback will help us shape the next phase of SpecterOS.

    👉 Download the demo here: Demo

    We know how valuable testing time is, so we’d like to give back. If you’re also working on a project and need testers, let us know — we’ll gladly return the favor.

    Thanks for taking the time, and we hope you enjoy getting your hands on SpecterOS in its early state.

    Ded Hed Studios

    (1 edit)

    📢 SpecterOS – New Trailer Update

    Hey everyone,

    We've just put together a brand new trailer for SpecterOS, and this one goes deeper.
    It includes:

    • New screens from the latest build

    • In-progress gameplay footage straight out of development

    • A better look at the evolving UI, systems, and style of the game

    This trailer isn’t just polish — it’s a snapshot of where the project stands right now, and where it’s headed.

    👉 Watch the new trailer here: 

    As always, your feedback means a lot. Let us know what you think of the new look, the pacing, and the gameplay that’s shown. Every bit helps shape how SpecterOS grows.

    Thanks for following along — and stay tuned. There’s much more coming soon.

    — Ded Hed Games

    The demo is free, no need to donate. We just can't mark the file as free. Itch.io website is a real pain to setup.


    Hey everyone,

    We've been working on a passion project called SpecterOS — a grounded hacking sim built around a fully functional in-game operating system. We're excited to share that the first playable demo is now live on Itch.io!

    🎮 What is SpecterOS?

    SpecterOS puts you behind the keyboard of a custom-built OS where every command leaves a trace. Instead of cinematic “Hollywood hacking,” you’ll manage files, run programs, and outsmart adaptive security AI inside a desktop environment that feels authentic — but with just enough cyberpunk flair to keep it fun.

    ⚡ Features in the Demo

    ✔️ Core OS features (terminal, file system, taskbar, apps)
    ✔️ Early Chapter 1 story missions
    ✔️ Procedural job system for replayability
    ✔️ Virus construction tool (limited modules)
    ✔️ Hardware upgrades (CPU, RAM, modem, storage)

    This is an early demo, so systems, art, and sounds are still a work-in-progress — but it’s already playable and gives a strong taste of the experience we are building.

    📥 Play the Demo Here

    👉 Download SpecterOS Demo on Itch.io DEMO

    💬 Feedback Welcome

    We would love to hear your thoughts on balance, usability, or bugs. Feedback from players will help shape the next stages of development as we push deeper into Chapter 1 and beyond.

    Thanks for checking it out, and we hope you enjoy running SpecterOS.
    — Ded Hed Games

    ⚠️ Disclaimer: All features, visuals, and sounds shown in this demo are work-in-progress and subject to change in the final release.

    Hi everyone. We're still here with a new devlog. Check it out!! Evervalley Devlog

    We have something for anyone wanting screenshots in the works right now. Hope to have them posted in the next two weeks.

    New devlog. We know its been quiet but were still working. Devlog

    New devlog posted. Devlog

    New devlog available.  Devlog

    Final Furlong: A Fond (and Slightly Embarrassed) Farewell

    Posted by Ded Hed Studios

    After a few months on itch.io, we've decided to officially close the stable doors on The Final Furlong.

    We created The Final Furlong not because the world desperately needed a minimalist horse racing simulator, but because we needed to prove to ourselves that we could start, finish, and release a complete game. And in that regard, it crossed the finish line... even if it was limping sideways and missing a horseshoe.

    Let's be honest:

    The Final Furlong is not a good game.

    It's rough, it's shallow, and it probably deserves a trophy for "Best Unintentional Tribute to 1980s Atari Misfires." We knew it wasn't our magnum opus going in, but that was never the point. The real victory was finishing the race.

    Every studio needs a first pancake — the one that's a little lumpy, a little burnt, but proves you know how to turn the stove on.

    The Final Furlong was ours.

    Rather than quietly hiding it, we’re leaving it up as a reminder that success isn’t about starting perfect — it’s about starting at all. We've learned a ton, leveled up, and are now fully focused on projects that better reflect the creativity, passion, and ambition Ded Hed Studios is capable of.

    Thanks to anyone who downloaded it, poked at it, and somehow refrained from demanding a refund for their free copy.

    We’re just getting started.

    See you at the next starting line.

    - Ded Hed Studios

    I removed a lot of redundant posts and revamped the upper post to point to our latest devlog. In the future we will simply post below until our steam page goes online.

    Good points. We appreciate the feedback and have to agree.

    Thank you for the feedback. There has been a lot of debate over that image. None of the game assets are ai generated except that cover image and were in the process of creating a new one using 3d assets from the game itself.

    We've changed our game price to donate!!! So you can get it for free if you want to check it out. We appreciate everyone who at least gave it a look. It's not a blockbuster or anything like that but just a way for us to let the world know we're here and to keep your eyes on us.

    Hey everyone,

    The Final Furlong, a quirky, party-style horse racing game for 1–4 players. You deal cards, scratch horses, roll dice, and try to win the pot while the race unfolds in unpredictable ways. It’s a mix of chance, strategy, and tension—especially when the horse you bet on is suddenly scratched right before the finish line.

    But here’s the honest part: We've launched it, shared it around, and... barely anyone has seen it. Just 25 views so far.

    If you like games with friends, enjoy betting mechanics, or want to support weird little indie ideas—check it out and let me know what you think. Even a single download or comment means the world.

    Thanks for reading, – Ded Hed studios

    https://ded-hed-studios.itch.io/the-final-furlong

    (2 edits)


    Hey everyone!

    We've just dropped a brand new devlog for Evervalley - Bloodlines, covering all the huge changes and new systems we've been working on!

    From revamped unit progression and tactical combat upgrades to the Blacksmith Forge and Ward Towers on the world map — the game is taking major shape.

    Come check it out, see what's new, and get a glimpse of the road ahead!

    Read the full devlog here: Devlog

    Thanks for all the support — Evervalley marches forward!

    — Ded Hed Studios

    Looking for some feedback on our two games we published. No need to worry about buying them, we've included demo versions you can download and try. Thanks.


    Film Mogul


    The Final Furlong