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Hollow Parish: Dead Frequency

Bakula Vasiliy · Coming soon

Supernatural investigation and management, played from one desk. Read the evidence, identify what is out there, choose who to send, then guide them by radio while the timer runs. A wrong theory kills the people who trusted you. You hear the horror; you never see it.

About Hollow Parish: Dead Frequency

You are not a hunter. You are the voice in the earpiece. You sit in an old house at the edge of the parish. You have an archive, a board of open cases, a radio — and people who drive into the dark instead of you. You will never see what they meet out there. You will only hear it. Day — the investigation Cases do not arrive labelled ghost . They arrive as testimony: cold spots, missing livestock, marks on a threshold, a child speaking in someone else's voice. You work the archive and assemble a theory out of evidence. Evidence lies. Some of it is conclusive, some contradicts itself, and some mimics another signature entirely . A developed branch of the archive filters false signals — an undeveloped one sends your team out nearly blind. And not every call is a monster. Sometimes the case is empty. Sometimes it is a person, and that is worse. The loadout — what a decision costs You choose who goes and what they carry. Hunters have perks, injuries, loyalty, and a breaking point. You know Remy should not go tonight, and you send Remy anyway, because there is no one else. Success does not follow from a strong team. It follows from a correct investigation. Send veterans on a wrong theory

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