Core theme: When horror games invade reality, how can humanity evolve through fear and find hope in despair? Fear is not a weakness, but the key to evolution.
One-line hook: He designed 126 horror games, until one day he discovered that he had become an NPC in one of them.
II. Worldbuilding
The Surface World (the real world)
In 2025, “game invasion events” begin occurring around the globe. Horror games that once existed only on phones and computers start manifesting in the real world. Subway stations become scenarios from Midnight Subway, school dormitories turn into the setting of Death Dormitory, and hospital morgues become sites of Paranormal Night Patrol incidents.
The Middle World (the Shadow World)
A space between games and reality. It is home to all the forgotten ghost stories, lingering obsessions, and “data residue” left behind by games in operation. Players can enter the Shadow World by special means and gain extraordinary abilities.
The Deep World (the Abyss)
The source of all horror games. Here dwell ancient beings known as the “Old Ones,” incarnations of fear itself. Every experience humans have of fear becomes sustenance for them.