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HELD

The building is not haunted. The building is the haunting. Architectural horror extraction — solo, co-op, and PvPvE. It already knows you're here.

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Search Google: Who developed HELD?Developer scaleThe operating scale of the game's developer.
Search Google: Who published HELD?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is HELD self-published or published by Omnificent Games?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is HELD and Omnificent Games funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for HELD and Omnificent Games?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of HELD?Release statusWhether and how the game has been released.

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About the Game

HELD: The towers are alive. They are hungry. You are going in anyway.

ENTER THE TOWERS Enter alone or with others. Search abandoned apartments for anything worth taking — loot containers, hidden stashes, forgotten rooms. But every action leaves a trace.

THE BUILDING LISTENS The longer you remain, the more the towers react. Surveillance screens flicker to life. Sounds move through walls in ways that shouldn't be possible. Something is learning.

Go solo, cooperate, or compete against rival crews. Extract with the most valuable haul before the building turns against everyone inside.

TAKE OR BE TAKEN.

THE TOWERS SHIFT Apartments, hallways, and rooms change between sessions. No two infiltrations play out the same way.

THE BUILDING IS WATCHING TV screens reveal disturbing moments from elsewhere in the towers — or from players who came before you.