# Hollows Of NHI — "A Disclosure Rogue"

> "A Disclosure Rogue" (iPhone/iPad app by r6 appz.)

- Source: https://appshunter.io/ios/app/hollows-of-nhi/id6748883192 (this page in markdown: same URL + `.md`)
- Developer: [r6 appz](https://appshunter.io/developer/491984529)
- Category: Games, Adventure, Role Playing
- Price: $2.99
- Age rating: 9+
- Requires: iOS 15.0 · 183 MB
- Languages: American English
- Released: 2025-07-22
- Data updated: 2026-08-08
- User reviews in markdown: https://appshunter.io/ios/app/hollows-of-nhi/id6748883192/reviews.md

## What is Hollows Of NHI?

Delve deep into secret government facility, overcome its obstacles, defeat its protectors and guardians, recover The Archives of Disclosure and once and for all bring disclosure to the light of the day.

A traditional roguelike in modern setting, based on original Rogue.

Multiple input methods, many quality of life improvements specifically for touchscreens, new/changed loot items, rebalanced monsters and gameplay, new layouts generation, new and updated VFX & SFX and much more..

Tiles by Oryx

Your almost coffee break contemporary sci-fi roguelike awaits


## Version history (last 5 releases)

### 1.8.2 — 2026-05-31

1.8.1, 1.8.2
	Dungeon and rooms:
		- monsters can now trigger traps (yes, that means you can lure them into teleport, or trap doors..)
		- maze completion rewards are triggered by seeing the whole maze instead of stepping on every maze tile
		- added SFX for maze completion
		- added non-interactive architectural objects to large rooms
		- improved teleport and trap-door placement so they shouldn't spawn in blocking way next to the only door leading to exit..
	Monsters ranged updates:
		- ESP subject can projects an ESP ping
		- greys can fire a probe dart 
		- metallic balls can launch tinted strain shards
	Fixes and polish:
		- added archives aggravation sound when entering a level if ther are being carried
		- fixed death screen handling
		- updated D-Pad looks
1.8.0
	Game UI:
		- inventory items types are differentiated by color
		- items on main inventory screen can be clicked to obtain their description
		- there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently
		(small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously))
	Dungeon generation:
		is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes
		this should hopefully 
		this should result in more interesting and less repetitive visuals and gameplay
	Visuals:
		- monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left
		- there is also visual feedback when player and monsters are hit
		- monsters and player now also fade into environmental floor effects more (items should be always clearly visible)
		- small trail behind player and monsters should make it easier to track their movement and actions
	Audio:
		- updated several monsters' audio clips which were too distracting
		- new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips
		- events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive
		- hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once
	Gameplay:
		- pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now..
		- +/- modifiers on protections are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards
		(between two protections with the same AC, the one with + modifier is 'better')
		- the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same)
		- completing a maze by stepping on all of its tiles grants experience
		- effects of xenocompounds of field resonance, entity detection and phase realignment now persist for the current level instead of just a few turns
		- small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects
		- ectoplasm can split when attacking too, not just when being attacked
		- the archives can now be upgraded and also aggravate all monsters on the level
		- datacubes execution should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead

### 1.8.0 — 2026-05-20

Game UI:
- inventory items types are differentiated by color
- items on main inventory screen can be clicked to obtain their description
- there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently
(small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously))

Dungeon generation:
is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes
this should result in more interesting and less repetitive visuals and gameplay

Visuals:
- monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left
- there is also visual feedback when player and monsters are hit
- monsters and player now also fade into environmental floor effects more (items should be always clearly visible)
- small trail behind player and monsters should make it easier to track their movement and actions

Audio:
- updated several monsters' audio clips which were too distracting
- new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips
- events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive
- hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once

Gameplay:
- pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now..
- +/- modifiers on protections are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards
(between two armors with the same AC, the one with + modifier is 'better')
- the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same)
- completing a maze by stepping on all of its tiles grants experience
- effects of xenocompounds of field resonance, entity detection and phase realignment now persist for the current level instead of just a few turns
- small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects
- protoplasma can split when attacking too, not just when being attacked
- the amulet can now be enchanted and also aggravates all monsters on the level
- data cartridges execution should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead

### 1.7.3 — 2026-02-19

1.7.1-4
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- wands [emitters] fix
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
- bugfixes


1.7.0
- dungeon now contains rooms with environmental hazards

### 1.7.1 — 2026-02-17

1.7.1
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- new 'L' status - when PC can see all protectors on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay

1.7.0
- added rooms with different environments

### 1.7.0 — 2026-02-08

1.7.0
- rooms can have different environments now:
floor covered in caustic field:
	- player and protectors can take damage in this room
	- wearing sigil:  protection can prevent this damage
	- levitating protectors (CE5 drones, zeta reticuli archons and hitchhikers) are immune, bijou, coexistors, meta-material drones and werewolfs are immune unless negated with rod/ emitter of nullification
plasma flow floor:
	- player and protectors can take damage in this room
	- wearing sigil: protection can prevent this damage
        - levitating protectors (CE5 drones, zeta reticuli archons and hitchhikers) are immune, bijou, coexistors, meta-material drones and werewolfs are immune unless negated with rod/ emitter of nullification
crygenic floor:
	- player and protectors can slip in this room, causing them to stand or move randomly
	- wearing sigil: motoric focus can prevent slipping
	- levitating protectors are immune
floor covered in rubble/debris:
	- player and protectors can have reduced movement
	- wearing sigil: motoric focus or sigil: signal suppressor can prevent stumbling
	- levitating protectors are immune
regeneration field floor:
	- player and all protectors can regenerate health in this room
	
- hitchikers can levitate protectors now
- negatively coupled (''cursed'') modifiers are now applied properly
- rods/emitters zap distance is now not limited: they zap until they hit something, instead of previous (max. 2 tiles) distance; bolts (EM surge, plasma and cryo beam) still have the same limited distance of up to ~ > 6 tiles	
- adjusted prices of some items


- removed email sending directly from the app
- more bugs fixed, not listed here
- Undo/Redo is limited only to the current level now
- game is saved also on pause/background

- updated licenses (in About) with sound/sfx/music credits

## Apps similar to Hollows Of NHI

| App | Rating | Price | Category |
| --- | --- | --- | --- |
| [XLarn](https://appshunter.io/ios/app/xlarn/id6476099287) | — | $3.99 | Games |
| [Dungeon Adventure BloodEclipse](https://appshunter.io/ios/app/dungeon-adventure-bloodeclipse/id6762070600) | — | Free | Games |
| [The Quest Classic - HOL](https://appshunter.io/ios/app/the-quest-classic-hol/id327367979) | 4.5 (2) | $1.99 | Games |
| [Unicorn Training](https://appshunter.io/ios/app/unicorn-training/id1001433467) | 4.9 (8) | $2.99 | Games |
| [Rocco Rogue Premium](https://appshunter.io/ios/app/rocco-rogue-premium/id6761440553) | — | $3.99 | Games |
| [Dunil's Hold](https://appshunter.io/ios/app/dunils-hold/id6756082851) | — | $4.99 | Games |

## More apps by r6 appz

- [Endgame: Singularity II](https://appshunter.io/ios/app/endgame-singularity-ii/id491983886)
- [Hollows Of Rogue](https://appshunter.io/ios/app/hollows-of-rogue/id6670699110)
- [Space Pulse: Cosmic Glance](https://appshunter.io/ios/app/space-pulse-cosmic-glance/id6791366704)

All apps by r6 appz: https://appshunter.io/developer/491984529

---

*Data collected daily from the US App Store and indexed by [AppsHunter](https://appshunter.io/). User reviews are verbatim App Store reviews. Ratings, prices and chart positions refresh continuously; this snapshot is from 2026-08-08.*
