Do Not Disturb: Untold Tales
A narrative psychological horror set in Manaus, following a search for a missing friend through abandoned places, urban legends and buried memories.
In our authorial projects, Hollow Harpy owns the concept, direction and intellectual property. We research culture in depth and turn it into design: seeking to reveal stories the world still does not know, built for the global market with international ambition.
A narrative psychological horror set in Manaus, following a search for a missing friend through abandoned places, urban legends and buried memories.
We join teams that need to expand capacity or develop specific parts without losing control of the project. A focused creative core, expanded through trusted collaborators according to each project's needs: always adapting to your pipeline, tools and documentation.
Build, upgrade and survive a comedic apocalypse where strategy and chaos share the same screen.
Read moreAn action game rooted in a strong sense of place and identity, developed as an outsourcing partner with Deathmare.
Loops, systems, economy, balancing, worlds, dialogue and player-facing content.
Challenge structure, pacing, spatial flow, onboarding and player guidance.
User flows, wireframes, information architecture and mid-fidelity interface direction.
Character and environment support, visual development and UI assets, by scope.
Gameplay and systems programming, tools, and integration into your engine and pipeline.
GDDs, feature specs and production follow-up integrated into your process.
Playable prototypes, pitch decks, one/ten-pagers and investor-facing narratives.
Gamification is not the addition of points and badges. It is the deliberate use of goals, feedback, challenge and progression to help people understand, practice, remember or care about something: applied to education, culture, training and engagement.
A gamified learning journey connecting foundational education, accessible design and living culture.
A puzzle experience that transforms a cultural event at Teatro Amazonas into an interactive journey through memory and discovery.
Read moreUnderstanding the objective, audience and content before designing the experience.
Playable prototypes for mobile, web and tablet that validate clarity and engagement.
Interactive formats that make learning and practice more active.
Turning cultural content into accessible, memorable interactive journeys.
Progression and feedback designed so results can be observed and improved.
Experiences built with a human pace and accessibility as ongoing commitments.
Do Not Disturb: Untold Tales is a narrative psychological horror set in Manaus. You follow Lara as she searches for a missing friend, moving through abandoned places, local urban legends and memories that refuse to stay buried.
It leans on atmosphere over jump scares: hand-crafted 2D environments, an oppressive soundscape and a story that ties personal loss to the folklore of the city. It is our flagship original IP and the clearest expression of what Hollow Harpy stands for.
The challenge: make a tower defense that stays tense and funny wave after wave. Blissaster: Doomsday is Finally Here plays out on a hexagonal grid where every placement is a tactical decision inside an escalating, well-humored apocalypse: build and upgrade your defenses, then grab a weapon and hold the line yourself.
What we did: developed by Rat in a Cup, with Hollow Harpy as an outsourcing partner across game design, production, art, UI/UX design and business development.
The result: in 2026 the game was selected as one of ten finalists in the 3rd Competitive Game Showcase of the Legal Amazon, competing for delegation spots at Gamescom LATAM and Gamescom Germany.
Hope Seed is an action roguelite with tower defense at its core, rooted in a strong sense of place and identity. We developed it as an outsourcing partner with Deathmare Studios, contributing game design, production and business development.
Born at Game Jam Plus, the project was recognized as Best Game in Brazil and placed third worldwide, then continued development toward a full release.
The challenge: teach early literacy in a way children actually engage with. Educoli is a platform of educational games that teach through play; Rios do Saber is one of its games.
What we did: Hollow Harpy created Educoli and led its concept and gamification design, turning literacy content into games with progression, feedback and rewards.
The result: Educoli was the champion of the first edition of O Grande Pitch, Brazil's first innovation reality show on open TV, winning R$50,000 and national visibility.
Teatro em Memórias is an online jigsaw puzzle built around the Teatro Amazonas, one of Brazil's most iconic cultural landmarks. Developed as a service for Casarão de Ideias, it invited people to visit the Casarão website and rebuild the theater's image piece by piece, and every completed puzzle unlocked a real discount on a ticket to the theater itself. Some visitors also received physical puzzle pieces as a keepsake.
More than a game, it is a bridge between digital play and cultural heritage. By turning the act of rebuilding the theater into a small, rewarding ritual, the project invites people to look closely at a monument they might otherwise take for granted, and gives them a concrete reason to walk through its doors: heritage, preservation and audience-building working together, using play to keep a living landmark part of everyday life.