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The Hollowing Game Is a Horror Flight Sim From Lorn's Lure Developer

The Hollowing cover art
Night Owl
Night Owl
Published
9/22/2026
Read Time
5 min

Rubeki's The Hollowing sends players through a mist-choked megastructure by aircraft, linking radio outposts in the same universe as Lorn's Lure.

The Hollowing cover art

Image: IGDB

Store links: The Hollowing on Steam, The Last Hollow on Steam

The next trip into Rubeki's megastructure has wings

Rubeki has revealed The Hollowing, an atmospheric first-person horror flight sim set in the same universe as Lorn's Lure, and the shift in machinery changes the entire pressure of the premise. Instead of climbing through hostile industrial space with axes and nerve, players are being put alone in a fragile aircraft, sent from post to post through a mist-shrouded Megastructure with only a voice on the radio for company.

GamingOnLinux describes The Hollowing game as a first-person horror flight sim in which players fly across that Megastructure, while TheGamer reports that Rubeki announced it during the PC Gaming Show Tokyo Direct. Rock Paper Shotgun also frames it as a follow-up to Lorn's Lure, set in the same narrative universe, with a Steam demo already available and the full game planned for later this year.

That combination is the hook and the risk. Lorn's Lure built its dread through exposure, verticality, and repeated physical failure. The Hollowing horror flight sim appears to trade handholds for runways, but it keeps the same core fear: an enormous built world that does not seem designed for human comfort, and a route forward that depends on steady hands.

A maintenance job inside something too large to trust

The confirmed setup is sharply functional. According to GamingOnLinux's quoted description, players fly from station to station fixing inter-settlement communications towers at airports and outposts, while unraveling the mysteries of a “not-quite-human world.” TheGamer similarly reports that the player's role is maintenance-focused, involving flights between communications towers, landing procedures, repairs, and planning the next leg.

That is a useful horror frame because it gives every trip a practical reason. You are not simply wandering through a strange place. You have work orders, a route, and a system that expects you to keep moving. Rock Paper Shotgun's writeup points to the rhythm: reach the next communications tower, land on an airstrip, repair what needs repairing, then continue onward. It also flags several hazards and rules from the reveal material, including following lights, avoiding clouds of spores, and refusing to dwell too long on the voice in the radio static.

For horror players, that matters in mechanical terms. A task-based structure can create pressure without needing constant enemies on screen. If The Hollowing leans into fuel, navigation, weather, visibility, and landing discipline, then the tension comes from procedure under stress. The scariest moment in a game like this may not be a creature at the cockpit glass. It may be realizing you have drifted off course, the runway lights are wrong, and the radio is speaking with too much confidence.

The aircraft is the new survival resource

Rock Paper Shotgun notes that the aircraft will need refueling, and GamingOnLinux's feature list says players will have to master takeoff, landing, and navigation in a delicate craft. Those are small details, but they separate The Hollowing from a sightseeing flight through an eerie environment. Fuel creates a clock. Takeoff and landing create skill checks. Navigation creates doubt, especially if visibility and radio guidance become unreliable.

The reveal material does not confirm a combat system, enemy roster, damage model, or fail-state structure. That leaves some of the survival picture open. What is confirmed is that the craft itself is central to the horror design. It is the way forward, the shelter, the liability, and likely the thing players will learn to fear damaging.

As a practical read, that makes the demo worth watching for feel rather than spectacle. Does landing demand patience? Can you recover from a bad approach? Does fuel management feel like a real limit or a light nudge? Does the radio help, mislead, or simply fill the cockpit with unease? Those questions will tell Lorn's Lure fans more about The Hollowing than any single monster reveal could.

A different genre, the same architectural nightmare

The clearest reason Lorn's Lure fans should track The Hollowing is continuity of world and mood. GamingOnLinux calls it set in the same universe as the cult hit, while Rock Paper Shotgun describes it as another megastructure game from Rubeki. TheGamer adds that Lorn's Lure was released in late 2024 and earned attention for stark sci-fi world-building, unsettling tone, and environmental storytelling, while also reporting that it sold more than 60,000 copies.

The genre shift is still significant. Lorn's Lure was known for difficult traversal, with Rock Paper Shotgun's source text singling out the experience of repeatedly falling and dying while learning its climbing-heavy spaces. The Hollowing seems aimed at a different kind of dexterity. Players are no longer reading girders, ledges, and climbing surfaces from arm's reach. They are reading distance, altitude, visibility, runway alignment, and whatever the radio chooses to say.

That could broaden Rubeki's audience without softening the setting. Some players bounced off Lorn's Lure's punishing movement demands, and Rock Paper Shotgun directly suggests the airplane may appeal to megastructure fans deterred by those repeated falls. The tradeoff is that flight sim friction can be its own wall. If Rubeki wants horror fans who do not usually play aviation games, the controls will need to be legible without making the craft feel weightless or safe.

Platforms, demo access, and the unanswered release questions

The practical details are still limited. The Hollowing has a Steam page, and both Rock Paper Shotgun and GamingOnLinux report that a demo is available now. Rock Paper Shotgun and TheGamer both say the full game is planned for later this year. No source material provided for this assignment lists a final release date, price, console versions, or system requirements.

Linux players have one extra confirmed signal. GamingOnLinux reports Native Linux support, which fits that outlet's platform focus and is especially relevant for readers who followed Lorn's Lure on PC outside Windows. The Steam listing exists at app 4882000, but the captured store text provided here does not include pricing, requirements, or release-date specifics beyond the broader reporting around the demo and launch window.

There is also a small labeling wrinkle around the people attached to the project. TheGamer identifies Rubeki as the solo developer behind Lorn's Lure and refers to Future Friends Games as publisher. GamingOnLinux's page lists Rubeki Games and Future Friends Games in its developer field. The safe read from the available sources is that Rubeki is the creative lead associated with Lorn's Lure, with Future Friends Games attached to the project, but the exact storefront credits should be checked on Steam before launch if that distinction matters to you.

What to look for in the demo

The Hollowing's strongest pitch is already clear: lonely first-person flight through a megastructure, radio guidance that may not deserve trust, and maintenance work that pulls players deeper into a place built on wrong scale. The part still unproven is whether those ideas hold under the hands.

For Lorn's Lure players, the demo should answer whether Rubeki's environmental tension survives the move from climbing to piloting. Look for how the world communicates safe routes, how the cockpit sounds when visibility drops, how much pressure fuel creates, and whether repairs at outposts feel like meaningful pauses or simple intermissions. Horror lives in those transitions: engine noise fading after landing, radio static filling the silence, the tower lights ahead becoming either relief or bait.

For newcomers searching for a first person horror flight sim, The Hollowing is worth approaching as an atmospheric survival-adjacent project rather than a conventional aviation sandbox. The sources point to takeoff, landing, navigation, refueling, radio outposts, and mystery, not military dogfighting or licensed aircraft realism. If the full game can make routine procedures feel unsafe, Rubeki may have found a fitting new way to explore the same dreadful architecture that made Lorn's Lure linger.

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