Hollow Sun

Hollow Sun Manual

How to play. Please also read the health warning before you start.

  1. Starting a run
  2. Controls
  3. The road down
  4. Fights
  5. Card and status words
  6. Bosses
  7. Rewards and shops
  8. Solenne's favour
  9. Between runs
  10. Saving

1. Starting a run

Hollow Sun is a deck-building roguelite. Each run, you take one hero down through the Mist, ten depths deep, fighting with a deck of cards that grows as you go. If your hero falls, the run ends, but much of what you earned carries over to the next.

On the title screen, the five heroes stand in Solenne's hands. You begin with the Warden of the Passage. The others are held as grey statues until you free them; hover one to see what frees it.

When you have unlocked them, you also choose a starting card and a relic to carry before the run begins.

2. Controls

Hollow Sun is played with a mouse, with keyboard shortcuts for everything in a fight.

On the road

ActionKeys
Walk left / rightA D or ← →
Up / down (paths, stairs, doors)W S or ↑ ↓
JumpSpace
Interact, chooseClick

In a fight

ActionMouseKeys
Pick a cardClick it1–9
Choose a targetClick the enemy← → or Tab
Play the picked cardClick the target (or anywhere, if there is only one)Enter or Space, or press its number again
Put the card backEsc
End your turnEND TURN buttonE

Anywhere

ActionKeys
Skip a boss entranceSpace, Enter or Esc
Advance dialogueSpace or Enter
Close a book or windowEsc
Full screen on / offF11 or Alt+Enter

3. The road down

Each depth is an area you cross on foot, a long painted road with paths off to the side. Along it you meet:

Every area ends with its great foe. Beat it and doors open down to the next depth; you choose which one to take, and going through heals part of your health. Every third depth ends with a colossus instead, and the tenth depth, the Bottom, holds a final boss.

4. Fights

Fights are turn-based. On your turn you draw a hand of cards and spend energy to play them. Each card shows its energy cost in the top corner and what it does underneath. When you end your turn, the enemies act.

Hover any card, status or enemy to read exactly what it does.

5. Card and status words

WordMeaning
BlockStops damage. Lost at the start of your turn.
StrengthEach hit deals this much more.
WeakDeals 25% less damage. Wears off by 1 each turn.
VulnerableTakes 50% more damage. Wears off by 1 each turn.
BleedLoses this much health before it acts, then Bleed drops by 1.
ThornsWhen an enemy hits you, it takes this much back.
StunIt loses its next move.
RetainStays in your hand at the end of the turn.
Next turnPaid now. Happens at the start of your next turn.
TwiceThe card does everything twice.

Heroes and enemies have more words of their own. The game explains each one when you hover it.

6. Bosses

Great foes end each area. Every one of them has a rule that changes how the fight works: one burns a candle each time you spend energy, one hides or lies about its numbers, one puts a real clock on the fight. The rule is shown beside the boss. Read it before your first card.

Colossi end each act, at depths 3, 6 and 9. They are giant fights in a moving arena, with waves of enemies, and a choice to make when the colossus falls.

Final bosses wait at the Bottom. Each has its own rule and changes into a second form when it falls to half health.

7. Rewards and shops

8. Solenne's favour

Solenne, the dying sun, gathers the sparks set free when monsters die. As you kill, she takes notice. When enough sparks are gathered, she descends and offers you a choice of relics. The better you have fought, the more she favours you, and the rarer the gifts she brings.

9. Between runs

Every run leaves something behind, whether you win or fall:

The CARDS, NAMES and PAINTINGS books on the title screen show your collection.

10. Saving

The game saves automatically as you play. If you quit in the middle of a run, you can continue it from the title screen. Your unlocks and progress between runs are saved on your computer.