
Beasthaul — The Long Road Home

Every life is dealt at random: a name, a hometown (a harbor town, a mountain village, a big city or the countryside) and a temperament. Then you walk.
Every life is dealt at random: a name, a hometown (a harbor town, a mountain village, a big city or the countryside) and a temperament. Then you walk.



Break out of Harrowgate, an endless penitentiary where every block opens onto a prison from another century: a gaslit Victorian radial, a 1960s concrete cell house, a sodium-lit supermax, a storm-lashed island fortress and a flooded lower prison. Learn the bell schedule, slip past turnkeys' lamp cones, scavenge and craft contraband, and choose your own way out of each block, by digging, vents, forged keys, disguises, laundry carts, blackouts, bedsheet ropes or sewers. And be back in a cell when the count bell rings, because the Tally walks the tiers counting heads.

Explore a rain-soaked school in a first-person stealth horror adventure with Mop, the janitor's cat. Collect hall-pass pages and keys, hide from the Hall Monitor, freeze under the Crossing Guard's STOP sign, and evade a haunted auditorium spotlight. Cross six chapters of cartoon-styled corridors and playgrounds to reach your desk before sunrise, uncovering hidden stories that shape the ending. If you enjoy Hall Pass II, please consider leaving a tip to support the game. Once we reach 10,000 tips in total, we'll begin work on Hall Pass III!