Game: Hollowland

Hollowland is a sandbox survival game created by Seirios.

Gameplay
Hollowland is a unique Minecraft-inspired KoGaMa game centered on a vast fully-destructible world featuring grassy plains, tall mountains, and expansive caves. The game's genre is frequently referred to as anarchy survival due to its heavy focus on lawlessness. There are no systems in place to prevent greifing or free-for-all combat. Even in the security-conscious creative world, weapons are allowed: the only true safe zone is the lobby. There's no ultimate winning condition to direct gameplay, so players are free to play as they wish.

Profile System
Central to survival mode, the game has what is likely the first fully-functioning in-game profile system, a feature perfected after years of experimentation. It enables various security and progression features otherwise unavailable. The idea is simple: each player is assigned a separate "profile" - a private room with a checkpoint which serves as the only entrance once it's claimed. Inside, there's an array of weapons and blocks unlockable via coins: once purchased, an item is yours to keep.

A main portal with a minor coin fee is used to enter the central randomized teleporter and transport to a randomly-selected location in the terrestrial realm.

Progress Locks

The profile system's selection of purchasable items has a few progress locks which restrict certain purchases until certain conditions are met.


 * Inferno: The first progress lock restricts flamethrowers and shotguns until the Inferno Gateway is unlocked.


 * Inferno II: The bazooka pickup is locked until at least one key is retrieved from the Inferno and redeemed at the Sky Portal.


 * Skylands: The impulse gun pickup and bedrock material are restricted until all four Sky Portal locks are broken. The white night event does not impact this process in any way.

Daylight Cycle
One of the most obvious features in the game is its advanced daylight cycle. It runs for 16 minutes 28 seconds and sports a grand total of 120 skyboxes. Each daylight cycle begins at noon and uses 25 skyboxes; unlike some daylight cycles, this one incorporates the default skybox for a glitch-free experience.

Randomization
At noon, one of two skybox tracks are selected: regular or foggy. Then at sunset, randomization occurs again: either the skybox track continues, or another one is selected. A foggy night or regular night may follow a foggy day; a bright night or regular night may follow a regular day. At sunrise, randomization occurs yet again: the morning hours will either be foggy or regular. Noon will always be the same due to the use of the default skybox in order to allow the system a complete reset after each cycle. The regular, foggy, and bright night tracks account for 60 skybox entities.

Night Mode
From sunset to sunrise, night mode is activated. Night mode activates nighttime lighting and soundtracks, enables marauder spawning, enables passage through the Inferno Gateway if unlocked, and more.

Fog Mode
Fog mode activates on exceptionally foggy days. It triggers some night mode functions, such as enabling marauder spawning and opening the Inferno Gateway if unlocked.

Events
Events are not-so-subtle deviations from the normal daylight cycle. These events are selected at the usual noon, sunset, and sunrise times, but they must be unlocked. If they aren't unlocked, the usual skybox tracks activate in their place. During an event, all other skybox tracks are deactivated and randomization is halted. Events account for an additional 60 skybox entities.

Blood Sky Event
After the Inferno Portal has been unlocked, there is a slight chance of the Blood Sky Event beginning at noon and lasting until noon of the next day. The event is characterized by a foggy, red sky. For the duration of the event, Marauder spawning is enabled and the Inferno Gateway is open, even while the sun is up. This is a great opportunity to explore the Inferno without risk of entrapment.

White Night Event
If at least 1 key has been retrieved from the Inferno and redeemed at the Sky Gateway, the White Night Event will be unlocked. It may occur at sunset and last until sunrise. The event is characterized by a foggy, white sky. During the event, Marauder spawning is barred and the Sky Gateway is unlocked for temporary early access to the Skylands Realm.

Apocalypse Event
The apocalypse event may occur at noon if at least 7 daylight cycles have passed. The event is characterized by a green, foggy sky. In this event, the rules are flipped. By day, profile-holders are blocked from spawning and all Realm Gateways are locked. Dangerous Ravagers, enhanced Marauders, may spawn on the surface. By night, profile-holders may spawn as usual and all unlocked Gateways are reopened; Marauders and Ravagers are barred from spawning. This strange night will prove to be only a temporary protection: at sunrise, the dangers of the Apocalypse return and persist until the event ends at noon.

Survival
The chief focus of Hollowland is its survival world.

Monsters

 * Marauder: Potentially dangerous non-profile players. They may spawn at night or during certain events (see Daylight Cycle).  Being non-profile-holders, Marauders may be slightly less inclined to aid fellow players.  They also have easy access to weapons via a random weapon assignment system.
 * Ravager: A very powerful Marauder variant with easy access to any number of weapons and effect pickups. There's no cost to weaponry and no random assignment system, so Ravagers get to choose their best weapon.  Ravagers spawn only during the Apocalypse event.
 * Oculus: The simple blue-eyed oculus is a relatively benign beast with low aggression, but a high range of movement. They appear either above ground or below in the Terrestrial Realm and possess 3 lives each.
 * Guardian: The green-eyed Guardian oculus is a dangerous high aggression, short range monster found protecting important areas in the Terrestrial Realm. They're found protecting the Four Keys to the Inferno, the Sky Gateway, and impulse guns.  Guardians have 1 life each.
 * Cerberus: The red-eyed fiery Cerberus oculus is one of the most dangerous oculi due to its high aggression and its tendency to hide in the lava lakes of the Inferno. In tight spaces, it's hard to avoid these oculi.  Thankfully, each Cerberus has 1 life.
 * Ghost: Red-eyed glowing green phantoms dwell throughout the Inferno. Unlike other monsters, these ghosts can't be killed, making their territories uninhabitable to players.
 * Prestige: The blue-eyed Oculus Prestige dominates the Sky Realm. They're maximum range, maximum aggression monsters with 3 lives each.

Terrestrial Realm
The Terrestrial Realm is the central world in survival. It acts as an overworld, with portals to all other realms. Profile-holders randomly spawn on its surface, while Marauders spawn either on the surface or underground. Oculi and Guardians appear throughout the world.

Mountain

Tall, mountainous terrain dominates a sizeable part of the world, with 3/8 spawn portals leading to its surface. It consists of hard stone and ice, and its hollow interior is part of the underworld. The mountain base serves as a great entry point into the underworld from the plains, and the mountain peak is a good place to build a structure up into the cloud layer. This area is home to many durable materials and strong weapons.

Plains

The grassy plains comprise most of the world surface, and provide easy access to basic weapons and materials.

Wall

Beneath the surface, the underworld is surrounded by a 5-terrain block thick wall of material, with a base consisting of bedrock (instead of lava). The world's edges are a relatively safe place to dig down into the underworld.

Underworld

Beneath the surface of the world, within the border walls, lies an expansive cave system full of isles resting on lava.

Clouds

The cloud layer isn't easy to reach, but it provides indestructible ground. It's also home to a few secrets.

Inferno Gateway

At the center of the world's surface, in the grassy plains, lies an indestructible platform of ancient golden stone. It has 4 locks on it at the start of the game. The keys to these locks are hidden at the four corners of the underworld, each protected by a Guardian. Once this Gateway is unlocked, it will open by night to reveal a portal into the Inferno Realm.

Sky Gateway

At the center of the underworld, directly below the Inferno Gateway, surrounded by a sea of lava, there's a tower of ancient golden stone. It's protected by a Guardian. Inside this tower rests a portal platform with 4 locks. Its keys are located at the 4 corners of the Inferno Realm.

Inferno Realm
Deep beneath the Terrestrial Realm, beyond the lava sea of the underworld, rests the Inferno Realm. Unlocking the portal to this realm is difficult, but it hardly compares to the challenges that await those who dare to venture into the Inferno.

Entry

To unlock the realm, players must gather four keys from the four corners of the underworld and return them to the ancient stone platform on the surface. Once all four keys are redeemed, the Inferno Gateway will be unlocked; as a special reward, the shotgun and flamethrower will also be unlocked for purchase. The Gateway is only open by night unless special conditions occur, such as extreme fog or a red sky event. Thus, access to this realm is limited: if you don't time things right, you may find yourself trapped on the wrong side. Luckily, though, within this dangerous realm, the Gateway possesses some healing properties and it's mostly isolated from monsters.

Terrain

The Inferno is a dark labyrinth of indestructible bedrock and lava. Players don't have the luxury of mining here: paths must be built from scratch. Fire and magma provide the only light by night, and immortal ghosts and vile Cerberus oculi roam the caves.

Loot

The most dangerous location in the game comes with great rewards. Coins and crystals are plentiful, and powerful weapons are common. The most valuable finds are the rare treasure chests hidden in the caves.

Keys

Just like the Terrestrial Realm's underworld, the Inferno offers a chance to progress. At the four corners of the caves lie four keys. Reaching a key is truly difficult, and successfully retrieving it even more so: the keys must be brought back into the Terrestrial Realm, which requires planning considering the short window of opportunity granted by the Gateway. Thankfully, one doesn't need to travel too far upon re-entering the Terrestrial Realm. The keys must be redeemed at the Sky Gateway, which is located directly below the Inferno Gateway, in an ancient stone tower. (It's recommended that players construct a stairway from the Gateway down to the tower ahead of time as part of preparation.) Redeeming just one of these keys unlocks the bazooka for purchase.

Sky Realm
The Skylands of legend await those who can conquer the Inferno. Few will ever reach this final location, and fewer will discover all its secrets.

Entry

To unlock the Sky Realm, players must retrieve the four keys from the four corners of the Inferno and bring them back to the ancient tower in the underworld, located directly below the Inferno Gateway. This tower is protected by a Guardian and surrounded by lava, so preparations must be made ahead of the mission. Unlocking the Sky Realm has the benefit of unlocking the bedrock material and impulse gun for purchase.

Terrain

A vast collection of destructible islands high above the Terrestrial Realm. It's recommended that players obtain impulse guns for easier travel, and perhaps use the flame thrower or heal ray as a gliding mechanism in the event they may fall. This realm is home to dangerous oculi with 3 lives each.

Loot

The Sky Realm is full of coins and crystal veins.

Creative
The creative world serves as a (relatively) safe and secure place to build whatever you want, day or night. Profile-holders each possess a separate private build space complete with advanced privacy and security controls. To fall in line with the rest of Hollowland, the creative world has a touch of anarchy despite its heavy focus on security and privacy: profile-holders can bring weapons into creative, whether it's to protect their work from greifers or to engage in combat. Despite this apparent state of lawlessness, advanced security options are in place to protect creations when they're not being watched.

Isolated Control Room

Each private build space is separated from its control room. The control room contains cubeguns, privacy/security controls, and the owner's entry portal. When security settings are at default, no one can enter the control room uninvited.

Premium profiles include a broader, better-organized array of cubeguns, plus vehicles.

Secure Door

A secure door stands between the private build space and its control room. It's a one-way door: players can exit the control room, but can't return. It features two layers (two doors). If the outer door is open, the inner one is forced shut. It's hard for the build space owner to let anyone into the control room by accident. There's also a switch to keep the door open for easy back-and-forth travel between the build space and control room. (It's recommended to do this only with the public portal set to private and roof activated.)

Premium profiles include an additional layer of security: in the event that someone is detected inside the "airlock" while the owner is trying to exit, the door will be held shut while a fiery vortex consumes the would-be intruder.

Public Portal

A switch labeled either Private (default) or Public toggles visitor access to the build space via teleporter. For non-profile-holders, the teleporter is one-way - it can send the player into the build space when allowed, but cannot take the player out. This prevents unwanted items from making their way back into lobby.

For profile-holders, on the other hand, this teleporter can be two-way or one-way. When set to Private, the portal can take players into the central corridor; a one-way door bars players from entering the private build space from this corridor. When set to public, the portal is a two-way transport between the central corridor and the build space.

Central Corridor

The central corridor is a profile-holder-only hallway with portals leading to the public build space and the profile-holder build spaces. All creative world portals featuring a star can allow entry to this central corridor. Portals in build spaces set to "private" are protected by one-way doors.

Roof

A switch labeled either Covered (default) or Open toggles a roof for the build space. An open build space can be accessed by anyone in the creative world. This acts independently from the public portal.

Cage

An advanced premium profile security feature, inspired by Friends server admin rooms. When switched on, a labyrinthine cage appears around the public portal with an exit door on either side, controlled by two pressure plates. The build space owner can use cubeguns and/or weapons to root out unwanted visitors and allow select players in. Even profile-holders with weapons/cubeguns can't break through the cage. When toggled off, the cage and the pressure plates disappear, leaving no sign that they were ever there.

Tunnels

Most control rooms sport three doors leading to the adjacent control rooms. These doors have switches on either side: both owners of the adjacent rooms must agree before the tunnel opens.

Updates
The game has not been updated since its release on February 1, 2021. After months of development, the game is more complete than most, and as it sits, few, if any, players will ever fully explore all of what Hollowland has to offer. The game is finished: no future updates are planned.

Trivia

 * The profile system featured in the game emerged from numerous experimental models Seirios constructed over the years, none of which actually made it to completion. An early version of it exists in his long-abandoned massive open world game Block Lands.
 * The Creative World and its security-conscious private free builds emerged from Seirios's previous profile system experiments, though they involved far more extensive ideas such as a system for inviting particular profile-holders to a build. The secure free build idea likely stems from his time in MrSovietOnion's Cube Mafia, which was infamous for its private free build game.
 * Hollowland itself began as an effort to create a sprawling open world of destructible terrain: a destructible Alastair of sorts. Before Seirios developed the underworld, he planned upon the Terrestrial Realm being at least four times larger than it is at present.  The time it took to terraform the world, plus fears of overloading the system with greif-able terrain, limited the Realm to its current massive size.
 * The Inferno's indestructible nature was partly inspired by concerns over introducing too much destructible terrain into the game.
 * Hollowland features many new systems Seirios had never experimented with in the past, such as a randomized daylight cycle and randomized, time-dependent soundtracks.
 * Seirios was known to create admin rooms in a number of games, especially in those that had no real purpose for such a room. The one he built for Hollowland may be his most secure yet.