← Devlog Aug 22, 2026

A second Hotel Histeria is in the works — this one in full 3D

Hotel HisteriaDevlog3DGame Design

Hotel Histeria’s 2D version isn’t going anywhere — but alongside it, we’ve started building a second, completely different take on the same hotel: a full 3D reimagining, in third person, running on Unity. Same setting, same story spine, a different way to walk through it.

The pitch: an elevator, seven sins, and no weapons

You explore the lobby and seven floors — each one themed on a different capital sin — connected by an elevator that never actually moves through a real shaft; the ride is sold entirely through sound, shake, and a floor display. There’s no combat and nothing chases you during that exploration. The dread comes from lighting, sound, tension, and story, exactly like the 2D game’s premise — just carried by a real third-person camera, atmospheric fog, and a distinct color accent per floor instead of a flat 2D view.

Eight people, eight stories

Each floor centers on one NPC and a branching conversation. All eight are written and wired up already, and every one of them carries an emotional state — neutral, calm, sad, afraid, angry, desperate, absent — that actually shifts between the start and the end of their arc. It’s not a level select screen with a boss at the end of each; it’s a hotel you move through floor by floor, sin by sin.

Two ways a floor can end

Exploration on a floor closes with a skill challenge, and there are two right now. A monster chase in third person — jump, run, survive a rubber-band-AI pursuer — is the one that actually gates floor one today. A vertical arcade shooter exists too, but it got repurposed as optional content: there’s a vendor and an arcade cabinet in the floor-one hallway, and you unlock the shooter by buying access from them instead of it blocking your progress.

The scaffolding underneath

A shop, an inventory, and a credit economy went in this pass too — currently backed by a mock reward-ad service while we hold off on wiring a real ad SDK. Save data writes atomically so a crash mid-write can’t corrupt a save. And localization is already fully parallel: Spanish and English carry the exact same 423 keys, with nothing missing on either side.

What’s still ahead

Worth being upfront about: the hotel is still built from placeholder geometry, none of the NPC portraits or shop icons exist yet, and there’s no current Android build to point to — the APK sitting in the repo predates the shop, the inventory, and the monster chase, so it’s not representative of where the project actually is. This is early, mechanics-first work: the loop is real and playable, the art and polish pass hasn’t started.

More updates as development continues.