I hate Screech Still.
Seek is a towering humanoid entity formed entirely from black, tar-like goo, with a single large white eye embedded in its head. It is one of the Hotel's most relentless hunters, pursuing players during scripted chase sequences through collapsing corridors and obstacles. Seek is incredibly fast and adapts to the player's movements, forcing them to react quickly to it's movement.
Eyes manifests as a floating cluster of countless glowing purple eyes surrounded by a dark aura. Unlike most entities, it remains stationary within a room, damaging any player who looks directly at it for too long. Players must carefully navigate around Eyes while keeping their gaze away from it, creating a unique challenge that relies on awareness instead of hiding or running.
Guiding Light is a mysterious, glowing presence that watches over the player throughout the Hotel. Unlike most entities, it is not hostile and instead acts as a guide, helping players understand their surroundings and occasionally providing hints during difficult moments. Its true nature and purpose remain unknown, but it appears to have a connection to the Hotel itself. Guiding Light represents hope and assistance in a place filled with dangerous creatures, quietly helping players continue their journey.
Rush is a shadowy, smoke-like entity with a distorted face, glowing white eyes, and a wide, unsettling grin. It announces its arrival by causing nearby lights to flicker before charging through the Hotel at incredible speed. Anyone caught outside a hiding spot is instantly defeated as Rush tears through every room in its path. After passing, it disappears just as quickly as it arrived, leaving silence behind until the next encounter.
Hide is an invisible entity that inhabits nearly every closet, wardrobe, and bed throughout the Hotel. Although it rarely reveals a physical form, its presence is felt whenever a player remains hidden for too long. Hide warns players before violently forcing them out of their hiding place and dealing damage, preventing them from staying hidden indefinitely. Rather than directly attacking, Hide exists to keep players moving and discourage overreliance on hiding spots.
Ambush closely resembles Rush but emits a bright green glow and possesses a more distorted appearance. Unlike Rush, Ambush doesn't simply pass through once—instead, it repeatedly rushes back and forth through the same rooms several times before finally disappearing. This forces players to repeatedly exit and re-enter hiding spots while avoiding Hide, making Ambush encounters significantly more dangerous and unpredictable.
Screech is a small, black, spider-like creature with glowing white eyes and a large mouth filled with sharp teeth. It lurks exclusively in dark rooms, silently creeping behind unsuspecting players before whispering a quiet "Psst." If ignored, Screech lunges forward and attacks, but looking directly at it causes the creature to retreat immediately.
Dupe is a deceptive entity that specializes in tricking players through imitation. It creates fake doors that look almost identical to the correct path, waiting for someone to make the mistake of entering. When triggered, Dupe reveals its monstrous nature and attacks the player before forcing them back. Unlike entities that rely on speed or stealth, Dupe uses confusion and deception.
Jeff is a friendly shopkeeper who resides deep within the Hotel, offering players a rare moment of safety during their journey. He is a mysterious, shadowy figure with glowing eyes and a cheerful personality despite the dangers surrounding him. Jeff runs Jeff's Shop, where players can purchase useful items using gold collected throughout the Hotel. Alongside his companions, Jeff helps travelers prepare for the challenges ahead.
Figure is a tall, terrifying humanoid entity with exposed muscles, elongated arms, sharp claws, and a massive mouth covering most of its head. Despite being completely blind, Figure has an extremely powerful sense of hearing, allowing it to detect even the smallest sounds made by players. It guards important areas of the Hotel, including the Library and Breaker Room.
The elevator comes to a quiet stop, followed by a soft ding. The doors slide open, revealing a dim hotel lobby lit by warm chandeliers. Polished floors, framed paintings, luggage carts, and neatly arranged furniture make the place seem strangely well-maintained.
But there’s no one here.
The elevator doors close behind you. You turn around and press the call button. Nothing happens.
At the far end of the lobby, a single wooden door stands beneath a small brass plaque.
However, it seems to have a lock on it- wait nvm, the key is right there.
001
Release Date 2026.08.04 / Last Updated 2026.08.21