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Watch trailer on Steam ↗Nightwatch at the Hopkins' Cliffside
Krzysztof Grzelak · Published by Krzysztof Grzelak
Mostly Positive — 73% positive (11 reviews) · 10 achievements
Last updated 28 Sept 2026
Survive the night at the Hopkins' Cliffside, a tense first-person anomaly-detection horror game. Investigate anomalies, wield an ancient artifact, and uncover the secrets of the cliffside. Will you survive until dawn, or will the anomalies consume you?
£8.50
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Price history
Action, Indie, Simulation, Strategy · 2025 · More £5 - £15 games
Discover the secrets of Hopkins' Cliffside as you investigate anomalies and wield an ancient artifact. Tense horror awaits in Nightwatch at the Hopkins' Cliffside, a first-person survival game for those daring enough to face the night.
About this game

In Nightwatch at the Hopkins' Cliffside, you are sent as a member of the Committee for Handling Illogical Phenomena (CHIP), tasked with observing and investigating reality-defying anomalies at the remote cliff. Armed only with a strange Tetrahedron artifact and a flashlight, your task is to endure one night while identifying disturbances. However, as the clock ticks, the anomalies become more frequent and dangerous, and most importantly, some of them will hunt you down. Will you survive until dawn?
The Anomalies
Anomalies are distortion of reality that take many forms. Some are subtle, like inverted rainfall or disappearing stars, while others are more intrusive - gravestones appearing in the garden, ships materializing at sea or vast pyramids sunk in the water. Each anomaly is divided in four categories (Natural, Monstrosities, Luminous and Reality) and detected by using the Tetrahedron. Anomalies are random, with some spawning in variations.
The Entities
Not every anomaly is harmless. Certain manifestations develop into hostile entities that actively hunt or disrupt you. The Strider prowls through windows across the house, The Wanderer digs out of the ground, and the Observer pulls your focus toward its fixated gaze. Each has its own patterns of behavior, forcing you to adapt how you move through the estate in order to survive.
The Story

The Hopkins estate holds more than just anomalies. Scattered notes, letters, and reports document the history of Everett Hopkins and his involvement with C.H.I.P., as well as its story. Explore the rich, handcrafted environment to piece together found knowledge to reveal a much larger story.
In recent years, anomalies have begun appearing worldwide, growing in frequency and intensity until they could no longer be ignored. As governments could no longer deny their existence, investigations commenced. It quickly became clear that the anomalies posed at least some kind of a global threat. Scientists from around the world are now working together to create the first tools capable of stopping these aberrations
Prepare yourself for a night of suspense, mystery, and psychological horror. The Hopkins' Cliffside is waiting, and it’s anything but ordinary.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: AMD Ryzen 5 2400 or Intel alternative
- Memory: 8 GB RAM
- Graphics: GeForce GTX 1060
- DirectX: Version 12
- Storage: 8 GB available space
- Additional Notes: Game can be run with lower graphic settings. Works best on screens with 16x9 ratio
Recommended
- OS: Windows 10
- Processor: AMD Ryzen 7 3800
- Memory: 16 GB RAM
- Graphics: GeForce RTX 3060
- DirectX: Version 12
- Storage: 8 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
V 1.1.0
V1.1.0 This update brings improvements and changes to the light system. Hope you enjoy! Light Points - New window light lamp model - Window lamp mechanic completely remade - Now there are only 6 possible window lamps on the map. One for every room. - Depending on difficulty they can spawn in two adjacent rooms - Environment around them has been slightly remade to accommodate their addition - Fuel tank status on the light points is now displayed without decimal number - Refilling light points is slightly faster Hiding Spots - All hiding spots have limited time of hiding. After exceeding 30 seconds, tentacles block the hiding spots for 15 seconds. Anomalies - Tetrahedron has a different effect if the anomaly was hit, but with a wrong mode - Anomalies spawning system is better randomised with less repetitions - First 4 anomalies in every game will now cover all 4 categories Enemies - Enemies spawn a little later on easy and normal - Improvement of Strider roaming point selection when player is in hiding - Wanderer spawns when player steps into his mounds that spawn on the map during the night - Mounds spawn depending on player location and play a sound and visual effect while doing so - Wanderer spawns randomly only on hard mode Other - Lighthouse has improved railings - Lighthouse Tentacles now blink and at different paceRead full article on Community Announcements (Eclipse Odyssey Creations)Patch NotesOfficial
First Day Patch
2 New anomalies Fixed default Effects Audio valueRead full article on Community Announcements (Eclipse Odyssey Creations)AnnouncementsOfficial
The Nightwatch Has Begun!
I'm so excited for the release of my game. When I started this project I didn't knew how much of my ideas would change, transform and evolve. I am proud of what I did and of all the skills I have learned. This isn't the end though! I will continue adding anomalies, as I still have many great ideas in mind. Some even better than what already is in the game.I can't wait to see players finally step into the cliffside house, detect anomalies, and scream at the Strider or the Observer.I hope you’ll enjoy the game, and don’t forget to share your experiences!Read full article on Community Announcements (Eclipse Odyssey Creations)AnnouncementsOfficial
The Incoming Release of NatHC - The Story of Development
The Incoming Release of NatHC – The Story of DevelopmentWith the release of "Nightwatch at the Hopkins’ Cliffside" just around the corner, I thought it would be a good time to look back at how far the game has come during the last year and a half. A lot has changed since I first started putting together the earliest prototypes — both in terms of visuals and gameplay. From the Lighthouse to the Tetrahedron, and especially the layout of the Hopkins estate, everything went through multiple iterations before reaching the state you’ll see in the final game. Below I’ve gathered some comparisons to showcase this journey.The LighthouseThe Lighthouse has always been the most iconic structure on the Cliffside. Early versions of it were more of a placeholder than anything else, with rough shapes and simple materials. Over time, I refined its shape inside and outside and improved the overall geometry to better reflect the atmosphere and flow I was aiming for. Lighting also plays a big role here — by rotating the sun and adjusting how shadows fall across the structure, the Lighthouse now feels much more like a looming centerpiece of the landscape.The Backyard The backyard is another area that changed a lot during development. At first it was just open empty space, but over time I added more structures and detail. The most notable changes are the addition of a garage and a vegetable garden on the right, which make the area feel more lived-in and practical. Combined with new lighting adjustments, the backyard is now a much more atmospheric part of the map.The HouseWhen I first tested the Strider AI, the Hopkins estate was nothing more than a rough blockout — walls and floors put together just to have a space to move around in. It even lacked in the most important part of the game - Strider hunting flow. The player needs to have points where he can loop him and break the line of sight. Comparing that to the final version really shows how much detail was added over time. Rooms are n...Read full article on Community Announcements (Eclipse Odyssey Creations)AnnouncementsOfficial
DevLog #3: Enemies
Welcome knowledge seeker. It's been a while. In this update, I’ll cover the design and implementation of the hostile entities — their behavior, their AI systems, and how they interact with the environment and the player. None of this is directly explained in the game, because it's a part of the experience. That's why I advise you not to read this if you haven't played the game yet. It can, and probably will, remove a big part of the first time experience, which unfortunately you can't live through twice. I am also getting a bit into some technical stuff, so I'm writing this for people who already played the game, want to get some idea of how enemies work or will forget what is in here anyway. The Strider The Strider is a mobile, highly reactive threat that navigates both indoor and outdoor areas. It operates on three primary behavioral states: Roaming – passive navigation through zones using player-relative pathfinding Hunting – triggered when the player is spotted resulting in direct pursuit Enlightened – activated when struck with an overcharged flashlight Although the AI is built with Unreal Engine’s Behavior Trees, the perception and player detection system is entirely custom due to unreliability in the engine’s default implementation. The Strider’s target location selection is heavily influenced by: The player’s location on the map Whether they are in a hiding spot The layout and active lighting points (toggleable lamps) Active light sources near windows will block Strider from entering through them. After the player hides, the Strider is more likely to path away from their zone and eventually disengage — though not instantly. On the other hand, every second spent hiding increases the chances of new anomalies appearing elsewhere. On the very, VERY early stages of development there were lots of bugs regarding walking through windows ability of the Strider. Here is a fun one: https://www.youtube.com/watch?v=D7Ms_GeOKw0 The Observer The Observer is a static but hi...Read full article on Community Announcements (Eclipse Odyssey Creations)






