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The Hollowing turns Lorn’s Lure into a horror flight sim, and flying into that fog already seems like a terrible idea

Lorn’s Lure asked players to climb through a megastructure whose actual size never felt understandable. The Hollowing offers a much more sensible solution: get into a plane and fly even deeper into it. Naturally, the fog may cause hallucinations and the person who had this job before you did not appear to finish the route in especially good shape.

By Kader The Hollowing
The Hollowing turns Lorn’s Lure into a horror flight sim, and flying into that fog already seems like a terrible idea

Rubeki revealed The Hollowing during the PC Gaming Show Tokyo Direct on September 20. The new game from the creator of Lorn’s Lure returns to the same universe while changing almost everything about how players move through it.

This time, the protagonist works as a maintenance pilot. The job involves flying between communications towers connecting settlements inside the megastructure, landing, performing repairs, refueling and moving on to the next assignment.

Steam describes it directly as a “narrative first-person horror flight sim.” The oddly specific description makes sense once the trailer begins combining all four parts.

Landing the plane is already a problem before the horror starts

The aircraft is not presented as an automatic vehicle moving players between scripted horror scenes.

Rubeki promises tactile flight mechanics and deliberately delicate handling. Players follow light markers, maintain their orientation in an environment where visual references disappear quickly, and locate runways through dense fog.

Losing track of up and down can send the plane into the depths of the structure. Flying itself is therefore part of the tension before anything supernatural enters the equation.

That approach fits Rubeki unusually well. Lorn’s Lure already created anxiety through traversal: look into an enormous void, realize the route continues across it, then work out how to get there.

The Hollowing replaces climbing equipment with a much more breakable cockpit.

The lights are a road until they stop being enough

The job sounds simple on paper: follow the guidance lights between facilities, locate the next tower and keep the communications network functioning.

Visibility rapidly collapses once the aircraft moves away from those markers.

The megastructure is not an open sky with several large buildings visible on the horizon. The pilot flies inside an architectural space so enormous that walls, towers and drops are often suggested more than clearly seen.

Fog lets the environment remain gigantic without ever giving players a comfortable understanding of its scale.

The previous pilot left behind a deeply unhelpful medical warning

The reveal trailer gradually introduces what happened to the person previously performing the same job.

Radio chatter mentions strange interference and possible “spore toxicity” producing visions. The current pilot begins encountering similar phenomena, making it increasingly difficult to distinguish mechanical failure, hallucination and reality.

PC Gamer identifies the new pilot as Phil, whose situation appears to deteriorate as communications become less reliable.

Rubeki is deliberately withholding most explanations. The exact nature of the spores, the source of the visions and the previous pilot’s fate remain unresolved.

A voice on the radio may be the only company for most of the journey

Steam summarizes the setup neatly: just the pilot, the plane, the fog and a voice on the other side of the radio.

That isolation turns communication into a fragile safety line. A clear instruction can briefly provide certainty; a burst of interference can immediately make the last message questionable.

Nothing currently shown suggests an arsenal or a conventional campaign of fighting monsters. The announced systems focus much more on vulnerable machinery, navigation and psychological deterioration.

That keeps The Hollowing from becoming simply Lorn’s Lure with an aircraft. A different form of movement creates a different form of fear.

The PSX-like look returns with a more modern frame around it

Rubeki retains an immediately recognizable retro 3D aesthetic: angular geometry, deliberately rough textures and huge silhouettes barely visible through fog.

The developer describes the presentation as modernized retro 3D graphics rather than a strict recreation of PlayStation-era hardware.

That approach suits the concept particularly well. An imprecise texture or structure hidden in mist becomes ambiguous information rather than nostalgia for its own sake.

The player's imagination finishes what the image refuses to describe clearly.

This is explicitly the same universe as Lorn’s Lure

Rubeki confirms that The Hollowing takes place in the same world as Lorn’s Lure.

The earlier game followed an android drawn into a gigantic megastructure after seeing an anomaly. Its progression focused on climbing, exploration and discovering spaces built at a scale that never quite made intuitive sense.

Nothing announced so far suggests knowledge of Lorn’s Lure is required to understand The Hollowing.

The connection instead gives Rubeki another perspective on life inside the structure. Those settlements apparently need communications towers, landing strips and people unfortunate enough to perform maintenance between them.

The demo is already available

A free The Hollowing demo went live on Steam on September 20 alongside its Tokyo Direct reveal.

The main store page currently lists a 2026 PC release. Rubeki and publisher Future Friends Games have not announced a specific day.

Steam also lists French interface and subtitle support along with full controller support.

The basic routine could hardly be simpler: fly, land, repair, repeat.

Inside this megastructure, an ordinary maintenance shift already sounds like enough material for a horror game.