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You are David Kartner and you receive a letter from your long lost brother, Alex Kartner.

His letter is simple, meet him at the top of a hotel to catch up, while odd you decide to go. Why not, it's been years.

Once you reach 'The Hotel', you realise that it may take a little bit of effort to enter as it has been surrounded by a scientific organisation outpost, named the T.S.S.

Upon breaking and entering the compound and subsequently entering The Hotel, you realise things aren't what they seem...

-----------------------------------------

The Hotel is primarily shown through a top down, isometric view (although a first person mode is available), in it's own twist of survival procedural horror.
Inspired from games such as, Spooky's Jump Scare Mansion and SCP: Containment Breach.

As you explore each procedurally generated floor you may encounter a variety of different map types such as: Hotel corridors, dining areas, outside balconies, etc. While also encountering different types of entities that the player must avoid. Each has their own specific ability that the player must understand and master the ability to survive against.

The player will also encounter useful items that will help them survive their ordeals that block their way. However, these main items only have a limited battery life, they can be charged but only at the cost of upgrading instead. There are also items that increase the player's survivability through upgrading main items or progressing them towards the top.

The main items are found within the checkpoint floors, every 50th floor. This is where the player can save their game as well as upgrade, charge or find information about their items using the Upgrade Terminal.

Other items the player can find are notes and documents, these are essential to figuring out the story behind the events that take place but are not required for the player to finish. This will mean that the player may miss out of vital information about the story or important information about the creatures they are facing. The notes and documents are found on specific floors, evenly split across all, 250, floors.

The game itself has a dynamic sound and ambience track for each floor, making sure the player will feel certain ways when finding them. This could be the emptiness of corridors or the confusion behind the outdoor areas.

If you play this game, I hope you enjoy playing it!

-----------------------------------------

This game contains blood, mild swearing and mild violence.

The Hotel
Somiaz StudiosDeveloper
Somiaz StudiosPublisher
Coming soonRelease
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews (0 reviews)
Public Linux Depots:
  • [0 B]
The Hotel | Version 1.1.5

Changelog

Changes

  • Addendum 1 has been updated to include helpful information about checkpoint floors as well as notes and documentation found within The Hotel.

    [/*]
  • Other documentation have been slightly updated.

    [/*]
  • Final Encounter effect has been made more translucent.

    [/*]

Bugs

  • Removed enemy collision from the player as it they would push the player through walls.

    [/*]
  • Final Encounter song should stop playing when reaching Floor 249.

    [/*]

[ 2025-10-13 21:04:30 CET ] [Original Post]
The Hotel | Version 1.1.4

Changelog

Changes

  • The song \'Never-Ending\' has been updated to sound similar to what was heard in the Steam Release trailer.

    [/*]

Bugs

  • When arriving on a new floor via the elevator, the doors wouldn\'t open. This was more common when arriving on checkpoint floors or floor 249. The script has been rewritten to now open the doors if the player is inside the elevator and close if they are not, rather than being controlled through events.

    [/*]
  • Floor 250 effects were broken for some reason. It rotated away from the camera.

    [/*]
  • Saving and loading on floor 250 would generate random floors instead of showing the top floor.

    [/*]

[ 2025-07-29 15:47:21 CET ] [Original Post]
The Hotel | Version 1.1.3 Patch

Changelog

Changes

  • Candlestick flames now use a custom wobble shader. Animates pretty nicely.

    [/*]
  • Candlesticks now only use one light, less are found on tables also.

    [/*]
  • Mat&Pull model has been made into one object instead of being multiple cubes.

    [/*]
  • Sun intensity fades as time moves on during sunset, should help avoid the sun from leaking through the walls.

    [/*]

Bugs

  • Jabberwock animation has been fixed. There were extra keyframes that preventing the animation from looping correctly.

    [/*]
  • Showing the UI after hiding it would bug out the floor flip animation. It\'ll fade in and out like normal, when entering a new floor.

    [/*]
  • Fancy light had incorrect shadows and created a weird square against the wall.

    [/*]
  • Plant pot was blocking a door in the House biome.

    [/*]

[ 2025-07-25 15:32:57 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 22.04
  • Processor: Intel(R) Core(TM) i5-9600K CPU @ 3.70GHzMemory: 6 GB RAM
  • Memory: 6 GB RAM
  • Graphics: Intel(R) UHD Graphics 630
  • Storage: 500 MB available spaceAdditional Notes: System needs to use the 64-bit architecture. Minimum graphics will have the game be set to a low FPS but will still be playable.
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