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Fathom: Memory & Madness

Wren Blackwood came to Hollowmire to find family. She found a boarded-up mansion, a missing uncle, and something far beneath the water that has been waiting a very long time. A Victorian Gothic adventure about grief, memory, and the cost of curiosity.

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About the Game

Twelve-year-old Wren Blackwood has never had much luck with families. When she and her sickly younger brother Eli are sent to live with their eccentric inventor uncle on the remote island of Hollowmire, she's hoping for something close to a home. What she finds is a boarded-up mansion, a village full of people who'd rather she turned around — and a passage beneath the cellar that leads somewhere it shouldn't.


She goes anyway....

Fathom: Memory & Madness
This is dark Victorian Gothic adventure about a girl who descends too deep, a family with too many secrets, and creatures who feed on the one thing grief leaves behind.

Explore a World in Layers
Begin on the fog-soaked cliffs of Hollowmire island. Uncover the ruins of Blackwood Manor. Find the hidden passage. Go further down than anyone sensible would go. The world shifts from decaying Victorian surface to impossible bioluminescent depths — each level stranger and more dangerous than the last.

Survive Through Wit
Combat isn't the answer here. Wren uses her uncle's workshop inventions to evade, distract, and outthink everything she encounters — from corrupted wildlife on the cliffs to things that were never quite alive to begin with. The game rewards patience, observation, and knowing when to hide.

The Amnoria
"They came with the tide of grief."
Tall, gaunt, and hauntingly familiar — the Amnoria don't destroy. They harvest. Loss has weight in the deep, and Wren carries more than most.

Multiple Endings
The depths change people. What Wren brings back to the surface — and what she leaves behind — is yours to decide.