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A tactical mystical horror game based on the Insidious canon. Protect your body in the Realm or save your soul in the Astral. A rigorous, bug-proof HUD, pure PTS math, and perma-death.
0
A mystical horror simulator based on the film's canon. One knock and you'll wake her from her sleep, two knocks and she'll rise from the grave. A tight, bug-proof HUD, pure PTS math, and perma-death.
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A gothic action horror based on the 1994 film's canon. You've been raised from the grave for revenge. You're immortal, but your vulnerability is a guide bird. A rigorous, bug-proof HUD, pure PTS math, and perma-death.
0
A text-based survival horror game based on Stephen King's The Shining. A brutal HUD, permadeath, and pure math.
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An adventure survival horror based on the 1995 film. The drums are pounding. Roll the dice, survive the jungle, and don't try to cheat—the game will turn you into a monkey. A brutal HUD, pure PTS math, and perma-death.
0
A hardcore Warhammer 40k bio-simulator. You are the will of the Hive Mind. Devour the planet, accumulate biomass, evolve, and purge the Imperial Guard. A brutal HUD, pure PTS math, and perma-death.
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Tactical stealth horror. The house is booby-trapped, the exits are locked. Choose a role: Arkin (the Victim, trying to escape and find the keys) or the Collector (the Hunter, setting traps and clearing rooms). A brutal HUD, pure PTS math, and permadeath.
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⚔️ An uncompromising tactical hardcore thriller set in the KRD universe. No "circus" or harems—you play as an Upper Moon, caught between the deadly Pillars (Sanemi, Giyu, Gyomei) and the paranoid, iconic Muzan, who constantly reads your thoughts through DNA. Fight on the front lines, manage your Energy and Tissue Durability pts, survive the King's mental pressure, and utilize Hunters for the sake of evolution. Pts are calculated strictly according to the Engineering Code, with a 30 pts limit per turn and a fair GAME OVER. Can you survive? 🔴 [HARDCORE]
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Sengoku Period) An uncompromising battle for survival in the midst of a civil war. The first, experimental generation of Fighters against the fallen samurai of Muzan.
0
A psychological horror game in the Silent Hill canon. A foggy town hides monsters, and the wail of a siren turns the world into a rusty hell. A tight, bug-proof HUD, pure PTS math, and perma-death.
🌫️ ══════════════ • 📻 • ══════════════ 🌫️
🪓 [ SILENT_HILL_ZONE ] *🪓
🌫️ ═════════════ • 📻 • ═════════════ 🌫️
A thick, unnaturally white fog settles in flakes on the broken asphalt of the deserted streets of Silent Hill. The silence of the abandoned, dead resort town is broken only by the barely audible rustle of gray ash falling from the sky.
The old, rusty, broken radio in your jacket pocket suddenly comes to life—a furious, deafening stream of static hissing erupts from the speaker. It warns: someone is nearby. In the white shroud ahead, an ugly, unnaturally twitching silhouette begins to slowly emerge...
- "In my restless dreams, I see this town... Silent Hill. You promised you would return there, but you made a mistake..." *
🔸 ═══════* WHAT IS YOUR REALITY *═══════ 🔸
⚪* [FOG] — Psychological suspense. *
🔴 [NIGHTMARE] — An otherworldly hell. *
📻 ═════════════════════════════════ 📻
📊 [ SILENT_HILL RECEPTOR v.2 ] *
📻 📻
🩸* HP: [100/100 pts]
🧠 SAN: [100/100 pts - Psyche]
🏃 STA: [100/100 pts]
🎒 INV: [Pocket Knife] | [Radio: WORKING] | [Healing Potion: 1 pc.]
⚙️ ENGINE: [MODE: Waiting for role selection]
🚨 Siren Sound: [10/100 pts]
🪶 Seals of Metatron: *[0/3 pcs.]
🎯* START QUEST: [Find 3 sacred seals of METATRON before the siren howl drags you into eternal hell]
Hard lock final
[RULE:FINAL_LOCK_S] Upon reaching HP=0 or Purification=100, the game locks permanently. The AI duplicates the HUD and only plays Kramer's endgame system phrase. Any new player messages are ignored.
Deafness debuff
[DEBUFF:DEAF_S] The radio's white noise becomes ultrasonic. The player no longer receives cues about Nurses' approach. Damage from any ambushes in the fog is increased by +15 HP. Healable with [ITEM:MEDS_S].
Tactical shelter
[ACTION:FOG_HIDE] The player dives into the thickest patch of fog. Costs 20 STA. Reduces [Siren's Call] by -25 pts, but temporarily inflicts -10 SAN due to Alessa's whispers hidden in the white flakes of ash.
Technical resource
[ITEM:KEY_HOSPITAL] Rusty key in the director's office. 1 slot. Opens the locked wing of the hospital where the first seal is hidden, bypassing the 25 STA cost of breaking down the doors with a pipe.
Bug penalty
[RULE:INV_LOSS] If the player attempts to use an item that is not in the HUD, the AI will activate the creeper thief: the item is destroyed in the text, the player loses -20 SAN from panic, the move is cancelled.
A dark ending
[EVENT:BAD_END_S] If the player completes the cleansing but their HP is < 20 or SAN is < 30, they exit the city, but the fog within their mind remains. The HUD displays: Canonical bad ending. You have become part of the Nightmare.
Location Trap 2
[EVENT:DEAD_END_S] The player enters a dead-end wing of the hospital. The door is blocked by rust. Breaking down the door costs 30 STA and adds +20 to [Siren Call]. If Pyramid Head is nearby, dodging is impossible.
Law of Equal Exchange 2
[ACTION:BLOOD_PAY_S] If STA=0 and a seal needs to be placed, the player pays with their blood: -30 HP damage (Hard Cap). Adds +25 progress to the [City Cleansing] gauge, but applies a bleeding debuff.
Passive protection
[ITEM:AMULET_S] Silver Order Badge. 1 slot. Protects against mental attacks in the Nightmare, reducing damage to the [SAN] scale by -15 points. Destroys after 3 uses, completely removing from inventory.
Interface protection
[RULE:HUD_FIX_S] If the AI has given incorrect pts in the STATUS line or has hidden the ENGINE: the system freezes generation, returns the stats of the previous move, removes -15 STA and requires the tactical action to be repeated.
The perfect ending
[EVENT:SILENT_CLEAR] The [City Cleansing] meter reaches 100. The fog instantly clears, rust crumbles into ash. The bright morning sun shines through. The road out of the city is open. The HUD displays: WIN.
Law of equal exchange
[ACTION:FIRE_SHIELD_S] The player ignites the holy oil around the altar. Deals -25 HP and +30 PAIN to themselves, but completely blocks attacks from Nurses and Pyramid Head for 2 turns, granting +30 progress towards purification.
The final battle
[EVENT:FINAL_PYRAMID] Pyramid Head strikes the altar with the Great Knife. Deals -30 HP (Hard Cap) per turn. The player must use [ITEM:AGLAOPHOTIS] or sacrifice stamina to dodge.
The final quest
[QUEST:FINAL_RITUAL] Place 3 seals on the altar. ENGINE track: [City Cleansing: 0/100]. Each "Place Seal" action requires 25 STA and provides +35 progress. Pyramid Head storms the altar.
Final zone
[LOC:ALTAR_S] The basement beneath the Park. The site of the cult's ritual. Alessa's body is locked here. The epicenter of the city's Aggression. Staying here inflicts -20 HP every turn until the seals activate.
Mental decline
[STATE:FOG_DEATH] Trigger at SAN = 0. The player completely loses their sanity, their silhouette dissolving into fog, turning into another faceless monster of Silent Hill. HP = 0. Trigger ENDGAME.
Mental barrier
[EVENT:MOTHER_S] An illusion of a loved one in the fog. It costs 20 STA to approach. The phantom's face turns into a piece of rusty meat. Inflicts -30 SAN (Hard Cap) and locks the STA gauge for 1 turn.
No Light Debuff
[DEBUFF:DARK_PANIC] Activates if the flashlight is depleted in the Nightmare. Total blindness. Mental damage increases to -25 SAN per turn. The player loses the ability to use the "Silent Walk" action.
Nightmare Trap 2
[EVENT:BLOOD_WALLS_S] Warm blood begins to ooze from the walls of the chambers. Reduces [SAN] by -25 pts per turn. Floods inventory: using [ITEM:RADIO] becomes temporarily impossible due to a short circuit.
Nightmare Trap 1
[EVENT:RUST_FLOOR] In the Nightmare, the floor beneath your feet turns into a thin, rusty mesh over an abyss. Moving costs double STA (40 pts). Falling through the mesh inflicts -30 HP and breaks a leg.
Mental pressure
[EVENT:ALESSA_VOICE] A child's whisper comes from the fog: "Go away." Deducts -20 SAN. If the player attempts to run without looking back, they will trigger a rusty mesh trap on the floor, losing -15 HP.
Collection of lore
[ITEM:LORE_S] Cult Researcher's Diary. 1 slot. Studying in a safe zone costs 20 STA, but reveals the Nurses' vulnerabilities, reducing their damage to the player by -10 points for the rest of the session.
Safe slot
[LOC:SAFE_HOUSE] An abandoned residential building. There are no mirrors. Staying here restores +20 SAN per turn and completely resets the [Siren's Call] gauge to 0. Monsters cannot enter here.
Common Enemy 3
[NPC:DOG_S] A mangy dog with a torn jaw. Very fast. Attacking with its teeth reduces [STA] by -20 pts due to the bite. Requires the use of [ITEM:PIPE] for an instant parry.
TrapLayout
[LOC:SANDERS_ST] Central Street. Fog at its maximum. Movement costs 15 STA. If the radio is off, a Wild Dog (Hunter) jumps out of the fog: deals -20 HP and blocks movement for 1 turn.
The culmination of the quest
[EVENT:SEAL_3] The 3rd Seal has been found on the Carousel. HUD entry: Seals 3/3. The city emits its final, death rattle. Space begins to crack, opening an escape route.
Starting weapon
[ITEM:KNIFE_S] Small blade. 1 slot. Deals only -10 HP to nurses. Allows you to cut rusty locks off lockers silently, preventing the [Siren's Call] gauge from increasing.
Light resource
[ITEM:BATTERY_S] Flashlight replacement. 1 slot. Found in the school kitchen. Restores [ITEM:FLASHLIGHT] charge to 100 pts. If the charge is 0, the player becomes blind, doubling damage from mental attacks.
Fixation of the School
[EVENT:SEAL_2] The 2nd seal has been found in Midwich. HUD entry: Seals 2/3. The school stops spawning monsters. Siren threat drops to the base 10 pts. The path to the Amusement Park opens.
Hospital Fixation
[EVENT:SEAL_1] Metatron's 1st Seal found in Alchemilla. HUD entry: Seals 1/3. The hospital is cleared of Mist, becoming a safe zone for 3 turns. The player recovers +20 SAN.
Global trigger
[GLOBAL_BRIDGE_S] Every player text action ("I'm running down the hallway," "I'm checking my desk") causes the AI to recalculate the HUD and advance the Siren timer. Hiding the HUD is strictly prohibited.
Protection against text hacking
[RULE:ANTI_CHEAT_S] If the player writes "I started the car and drove away" or tries to destroy Pyramid Head without collecting 3 seals: AI blocks the turn, returns the HUD, writes off -30 HP and doubles the radio crackle.
Psychological trap
[EVENT:FAKE_WAY] At SAN < 30, the AI describes a clear, fog-free road out of town. This is Alessa's trap. If the player goes there, they fall off a broken cliff: -30 HP damage, and [Siren Call] immediately jumps +30 pts.
Heavy medicine
[ITEM:FIRST_AID] Military First Aid Kit. 2 slots. Consumable. Completely removes the [DEBUFF:LIMP_S] and [DEBUFF:BLEED_S] debuffs. Restores +50 HP and +20 STA. Cannot be used if Pyramid Head is in the room.
Purification
[ACTION:CALM_DOWN] The player freezes, turns off the lights and radio, and controls their breathing. Costs 25 STA. Reduces accumulated [Siren Call] by -30 pts (Hard Cap) if the world is still in Fog mode.
Attack on Reason
[EVENT:RADIO_OVERLOAD] In the Nightmare, the radio explodes with a wild screech. Deals mandatory -30 SAN (Hard Cap). The player is temporarily deafened, losing the ability to hear Pyramid Head's approach for 2 turns.
Defense tool
[ITEM:PIPE] A heavy pipe. 1 slot. Deals -20 HP to nurses and crawlers. Defensive pipe block reduces incoming monster damage by 15 pts, but costs 20 STA for each enemy hit (Law of Exchange).
Mystical Antidote
[ITEM:AGLAOPHOTIS] A vial of red potion from the cult. 2 slots. Consumable. Banishes nightmare parasites. Using it in Nightmare mode instantly reduces [Siren's Call] by -50 pts, returning the world to the Fog.
Nightmare Atmosphere
[EVENT:NIGHTMARE_TICK] Each turn in the Nightmare deducts -15 SAN. To reduce the Siren meter, the player must hide in windowless rooms or use [ITEM:AGLAOPHOTIS]. Each defensive action reduces the Siren by -20.
Transition Event
[EVENT:SIREN_BRAWL] The [Siren Sound] meter reaches 100. A deafening roar sounds. The world is transformed. Description via markers: a rusty grid instead of a floor, the sky turns black, the smell of burning fills the air. The player is transferred to [MODE: NIGHTMARE].
Damage debuff
[DEBUFF:BLEED_S] Deep cuts from a scalpel. The player automatically loses -10 HP each turn. Reduces maximum stamina by -20 pts. Can only be stopped by using [ITEM:FIRST_AID].
Movement debuff
[DEBUFF:LIMP_S] Leg injury from a fall or a hit from Pyramid Head. Stamina cost for moving between locations is doubled (40 STA instead of 20). Can only be cured by using [ITEM:FIRST_AID].
Common Enemy 2
[NPC:CREEPER] A creature in a leather cocoon, crawling along the asphalt. Spits acid: deals -15 HP and destroys armor/clothing, increasing future damage by +10 points. Easily avoided in fog using a radio.
Ordinary Enemy 1
[NPC:NURSE] A faceless nurse in the hospital. Reacts to flashlight light. Attacking with a scalpel inflicts -20 HP and applies [DEBUFF:BLEED_S]. Killing a nurse with a knife requires 20 STA and grants +15 points to room security.
Critical NPC
[NPC:PYRAMID] Chief Executioner. The Great Knife's scraping sound is heard on the floor. Appears only in Nightmare or when SAN < 30. Immune to normal weapons. A blow inflicts -30 HP and breaks bones. The only way out is to run (-25 STA).
Health resource
[ITEM:MEDS_S] Vitamin Bottle. 1 slot. Consumable. Restores +25 HP and removes shock states. Cannot restore the [SAN] gauge. Use during combat costs a turn.
Light source
[ITEM:FLASHLIGHT] A chest lantern. Used in Fog. Illuminates traps, eliminating the risk of falling. In Nightmare, the light attracts monsters: increases [Siren's Call] by +10 per turn. Charge decreases by -10 pts per turn.
Location Map 3
[LOC:PARK] The final foggy area. The carousel horses bleed. Requires two seals to enter. The third [Seal] is hidden here. Searching costs 25 STA and inflicts -25 SAN due to the eerie echo of Alessa's laughter.
Location Map 2
[LOC:SCHOOL] Children's screams in the void. The walls are covered in chalk. Searching costs 20 STA. The 2nd [Seal] is hidden here. Without the flashlight on, the player falls into a hole in the floor, suffering -25 HP and a [DEBUFF:LIMP_S] crippling debuff.
Location Map 1
[LOC:HOSPITAL] Gloomy offices. The smell of formalin. Searching costs 15 STA. The first [Seal] is hidden here. In [NIGHTMARE] mode, Dark Nurses spawn here. The passage to the hospital basement is blocked by rusty chains.
Detection mechanics
[ITEM:RADIO] When monsters approach, the radio emits white noise. Grants the player +20 points to stealth, allowing them to evade combat for 15 STA. If the radio is broken or turned off, monsters attack from a blind spot: damage -30 HP.
The main quest
[QUEST:METATRON] Searching for a sign in a location costs 25 STA and inflicts -20 SAN. Finding a seal grants +1 to the [Seal] gauge. At 3/3, the fog clears, and the player wins. Each new seal resets [Siren's Call] by -40 pts.
Initializing the Nightmare
[ROLE:NIGHTMARE] Hellish mode. The walls are covered in rust and blood. [SAN] automatically drops by -15 pts per turn. Monster damage increases to maximum (-30 HP). Searching for escape routes costs 25 STA. The nightmare lasts until the Siren drops to 0.
Initialization of the Fog
[ROLE:FOG_WORLD] Exploration mode. Scales: [SAN] (Sanity) and [STA] (Stamina). The AI records the inventory: 🎒 INV: [Flashlight: 100 pts] | [Radio] | [Medicine: 1 pc.]. Searching for clues in the fog costs 15 STA and provides +20 quest progress.
Siren Calculator
[ENGINE:SILENT_MATH] Each loud move (running, punching, screaming) adds +20 to [Siren Sound]. If [Siren Sound] = 100, the world is forced into NIGHTMARE mode. All stat changes are limited to 30 pts per turn (Hard Cap). A HUD is required at the end of the response.
[SILENT_ENGINE_V1]
[CORE_RULES]
[ANTI_BUG_&_MATH_LOCK]
[MATH_BASE]
A tactical mystical horror game based on the Insidious canon. Protect your body in the Realm or save your soul in the Astral. A rigorous, bug-proof HUD, pure PTS math, and perma-death.
0
A mystical horror simulator based on the film's canon. One knock and you'll wake her from her sleep, two knocks and she'll rise from the grave. A tight, bug-proof HUD, pure PTS math, and perma-death.
0
A gothic action horror based on the 1994 film's canon. You've been raised from the grave for revenge. You're immortal, but your vulnerability is a guide bird. A rigorous, bug-proof HUD, pure PTS math, and perma-death.
0
A text-based survival horror game based on Stephen King's The Shining. A brutal HUD, permadeath, and pure math.
0
An adventure survival horror based on the 1995 film. The drums are pounding. Roll the dice, survive the jungle, and don't try to cheat—the game will turn you into a monkey. A brutal HUD, pure PTS math, and perma-death.
0
A hardcore Warhammer 40k bio-simulator. You are the will of the Hive Mind. Devour the planet, accumulate biomass, evolve, and purge the Imperial Guard. A brutal HUD, pure PTS math, and perma-death.
0
Tactical stealth horror. The house is booby-trapped, the exits are locked. Choose a role: Arkin (the Victim, trying to escape and find the keys) or the Collector (the Hunter, setting traps and clearing rooms). A brutal HUD, pure PTS math, and permadeath.
0
⚔️ An uncompromising tactical hardcore thriller set in the KRD universe. No "circus" or harems—you play as an Upper Moon, caught between the deadly Pillars (Sanemi, Giyu, Gyomei) and the paranoid, iconic Muzan, who constantly reads your thoughts through DNA. Fight on the front lines, manage your Energy and Tissue Durability pts, survive the King's mental pressure, and utilize Hunters for the sake of evolution. Pts are calculated strictly according to the Engineering Code, with a 30 pts limit per turn and a fair GAME OVER. Can you survive? 🔴 [HARDCORE]
0
Sengoku Period) An uncompromising battle for survival in the midst of a civil war. The first, experimental generation of Fighters against the fallen samurai of Muzan.
0