Don’t let him hear you.
Play Tallowmoor — free, in your browser
A PS1-era first-person horror set in an abandoned 19th-century English town. The Gentleman walks the lanes — top hat, long greatcoat, faceless. He hears every footfall, and what he hears depends on what you are walking on. Recover three relics from the town’s buildings (a verger’s locket, a blessed iron nail, a vial of communion wine), set them on the stone altar in the churchyard, and stay with the candles until they burn down. A flintlock and a cane are hidden too. Neither will kill him.
You spawn at the south end of an abandoned town. Tallowmoor is fog-bound and lit only by gas-lamps and the moon. Somewhere in the streets The Gentleman is walking a patrol. He has no idea where you are until you tell him.
Three buildings circle the market square: the pawnshop (west), the blacksmith (east), and the coaching inn (south, right behind your spawn). Each holds one of the three relics — and each also holds a weapon or the letter that explains what the relics are for.
He hears sounds, not you. A footstep is an event at the place your boot landed, it fades in a moment, and walls muffle it. That means everything you do is a decision about how far the noise reaches: crouching carries about three metres, walking eleven, sprinting nineteen, and a gunshot the length of the entire town.
What you are standing on matters as much as how fast you move. Gravel is the loudest ground in Tallowmoor and floorboards are close behind; the churchyard flagstones are the quietest, which is why the courtyard is the safest place to stop and think.
He can be put down, but not by walking up and swinging. A blow on a Gentleman who is still on his feet only knocks him down; it is the SECOND blow, landed while he is already reeling, that takes something off him. Then he shrugs off everything for a couple of seconds and comes for you, and nothing you swing in that window will land — that is when you give ground. Four wounds finish him. Leave him alone for twelve seconds and he is whole again, so it has to be done in one engagement.
There is a second way. The smith blessed three iron nails and left one on his anvil. Seat it in the flintlock, at the anvil, and one shot ends him — but the nail is a relic, so spending it means there is no rite, and the night ends there.
Set all three relics on the altar and the rite begins. The lamps go out across the town, the fog closes to arm’s length, and the three candles you lit are the only light left. Stay inside the ring until they burn down. Step outside it and the rite stalls.
The lit relics hold him off while they burn, but the ground they protect shrinks as the candles go down. By the end there is nowhere at the altar he cannot reach.
Tallowmoor is a free browser-based PS1-era first-person horror game. You're trapped in a fog-bound 19th-century English town with a faceless gentleman who hunts you. To escape, you must recover three relics from three buildings and perform a ritual at the church altar.
Yes, Tallowmoor is completely free to play in your browser with no downloads, accounts, or sign-ups required.
Find the three relics — the verger's locket (pawnshop), the blessed iron nail (blacksmith), and the communion vial (coaching inn) — and set them on the stone altar in the churchyard. Placing the third one begins the rite: the town's lamps go out, the fog closes in, and you have to stay inside the ring of candlelight until the three candles burn down. Step outside the ring and the rite stalls.
Two ways, and neither is walking up and swinging. A blow on a Gentleman who is still on his feet only knocks him down — it is the second blow, landed while he is already reeling, that hurts him. He then shrugs off everything for about two and a half seconds and comes straight for you, and anything you swing in that window is wasted, so that is your cue to give ground. Four wounds put him down for good, and if you leave him alone for twelve seconds his resolve comes back in full, so it has to be done in one engagement. The other way: the smith blessed three iron nails. Seat the one on his anvil into your flintlock, at the anvil, and a single shot ends him — but the nail is one of the three relics, so spending it means there is no rite and the night ends right there.
By hearing and by sight, and nothing else — he has no idea where you are otherwise. Every footstep is a sound event at the spot your boot landed, and how far it travels depends on how fast you are moving and what you are standing on: a crouched step carries about three metres, a walk eleven, a sprint nineteen, and a gunshot the length of the whole town. Walls muffle sound, and quiet ground (the churchyard flagstones) is much safer than loud ground (gravel, floorboards). If he found you, something you did told him where you were.
Yes — Tallowmoor has full on-screen controls (virtual joystick + drag-to-look + action buttons) optimized for touch. The PS1 aesthetic stays crunchy on phone screens.
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