
Heltons Haunted Hotel
Thirty minutes inside a pixel-art haunted hotel, armed with an EVP recorder and a ghost-hunting toolkit - this one-person passion project is micro by design, not by accident.
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Screenshots & Media

About Heltons Haunted Hotel
I have a soft spot for solo-developer horror experiments that nobody covers, and Heltons Haunted Hotel is exactly that kind of small, quietly strange thing. Anamik Majumdar made everything here himself - graphics, artwork, programming, character design, animation - and that full-ownership craftsmanship gives the whole package a consistent handmade texture that larger studios rarely let happen. The setting is a condemned hotel in Helton City, soaked in tragic lore dating back to the early 2000s: suicides, murders, satanic rituals in the basement, a spirit seen pacing the hallways of the sixth floor. The story beats are simple, but the world-building has an unpretentious sincerity to it that I find endearing rather than amateurish. You step into the shoes of Vivia, a paranormal investigator and psychic medium, and your job is to walk the hotel's top-down corridors gathering evidence of paranormal activity. The toolkit is the game's most interesting design choice: rather than giving you a weapon and asking you to fight, the developer hands you an EVP recorder, an EMF meter, a structured light sensor, a night vision camera, and a spectrum camera. The play loop is investigation-first - collect keys and pendants, locate good spirits who need help crossing over, and come face-to-face with hostile entities. It sits closer to a lo-fi Phasmophobia-lite than a survival shooter, which sets realistic expectations for what the tension actually feels like. The honesty about scope is the thing I respect most. The developer states the runtime plainly: roughly half an hour of paranormal investigation. That is the whole game. There is no padding, no artificial replay carrot. For a certain kind of player, a contained 30-minute horror experience with a clear beginning and end is genuinely appealing, the way a short story can be more satisfying than a bloated novel. The pixel art aesthetic and the 2D top-down camera give it a retro survival horror atmosphere that pulls from the old-school era without pretending to be something grander. The caveats are real and worth naming. Steam has almost no public review data for this title, which means you are going in with minimal community safety net. The game's writing shows the rough edges of a non-native English speaker working without an editor, and the narrative text carries some grammar inconsistencies. The production is micro-budget in every visible way. If your benchmark for horror is atmospheric pacing and polished sound design, you will likely find this too bare. But if you read that list of ghost-hunting instruments above and felt a small flicker of curiosity, that flicker is probably enough. The game costs almost nothing and ends before it overstays its welcome, which is a discipline many bigger titles fail to show. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP, Vista, 7, 8/8.1, 10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0c
- Storage
- 50 MB available space
- Graphics
- 128 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 1 Ghz or higher
- Sound Card
- Any Compatible Sound Card
Recommended
- OS
- Windows 7, 8/8.1, 10
- Memory
- 6 GB RAM
- DirectX
- Version 9.0c
- Storage
- 50 MB available space
- Graphics
- 256 MB of Video Memory, Capable of Shader Model 2.0+
- Processor
- Dual Core 2Ghz or higher
- Sound Card
- Any Compatible Sound Card
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Game Info
- Developer
- Anamik Majumdar
- Publisher
- Anamik Majumdar
- Release Date
- May 21, 2021







