THE MACHINES

Eighteen cabinets, every one original — no borrowed sprites, no sampled screams. DREADMONS andFEAR TRAIN are free journeys for everyone. Locked machines open for INITIATE members and above. FEAR RIDE is a 54-stop microgame gauntlet forELDER members.

TONIGHT'S BROADCAST

One seed per UTC day, shared by every cabinet — the same city, the same static, the same fire for everyone. Verified boards close at midnight UTC.

1 RIDER IN THE ARCADENO ODDITIES TONIGHT

    DREADMONS

    Catch them. They catch you.

    A haunted creature-hunting RPG. Choose a starter, cross five vast regions of a code-drawn world, battle and bind wild Dreadmon, topple the five masters and reach THE GATE. Progress saves itself.

    PLAY →

    FEAR TRAIN

    Thirty stops. One fare.

    Board the night line — thirty haunted landmarks on a detailed 2D map, a different ride between each, and a timed trial at every stop. Punch your fare at the boarding pass: four difficulties, seven line modes, seven optional curses, daily seeds. Clear all thirty to reach THE GATE.

    PLAY →

    PHOSPHOR

    They hunt your light.

    A spark of light lost in a pitch-black maze. Collect 6 sigils to open the exit while three kinds of entities track your glow through the dark. Neon-vector maze-chase horror.

    PLAY →

    MIDNIGHT RUNNER

    The city glitches at 3AM.

    An endless run through a corrupting city skyline. Jump the static pits, dodge whatever leans out of the windows. The faster you go, the louder it gets.

    PLAY →

    STATIC

    Six channels. One way out.

    Channel-surf a cursed television. Each of the 6 channels is a 15-second micro-game. Survive every broadcast to escape the room. Fail one and the static takes you.

    PLAY →

    THE SIGNAL

    INITIATE

    It learns what you type.

    Parser horror on a haunted terminal. Survive an entity that adapts to your commands — hide too often and it starts searching, run too often and it cuts you off. Reach the transmitter.

    UNLOCK →

    GRAVE BEAT

    INITIATE

    Keep the rhythm. Keep it down.

    Rhythm horror. Strike notes on the beat to keep something buried under the floor. Every miss loosens the dirt. If the burial meter empties, it comes up.

    UNLOCK →

    HUM

    INITIATE

    Sing to see. Be heard to die.

    A flooded, lightless cave. Hold to sing a sonar ping that briefly lights the walls, the bell-chimes, the exit — and tells the Deep Thing exactly where you were when you sang. Collect five chimes, find the grate, and never sing from the same place twice.

    UNLOCK →

    THE WELL

    INITIATE

    It bottoms out somewhere. Not tonight.

    An endless rope descent into a brick shaft. Alternate hands to climb, hold to slide on a draining grip, kick off the wall to dodge the pale hands, and keep the lantern fed with oil flasks. Depth is the score. The hands only reach when you're near the light.

    UNLOCK →

    KINDLING

    INITIATE

    Cup the flame. Feed the dark.

    A single candle against a room of reaching wisps. The flame's warmth circle unravels whatever it touches — but the flame is always shrinking. Cup it (hold) to shelter it from the gusts at the cost of reach; release to let it blaze bright and deadly and vulnerable. Snatch passing embers to refill the wax before it gutters out.

    UNLOCK →

    FEAR RIDE

    ELDER

    54 stops. One conductor.

    A microgame gauntlet through a haunted dark-ride. Every stop is a five-second trial with a single shouted command — clear all 54 across five accelerating zones, then face THE CONDUCTOR in a three-phase finale.

    UNLOCK →

    TOTAL ZOMBIES

    ELDER

    Three wars. One plague.

    A haunted grand-strategy tetralogy in one cabinet. Command Rome's last legion, Antarctica's last coalition, the Terran Remnant, or the Red Frontier across a living campaign map — recruit, build, march, and fight real-time battles. But every soldier who falls on either side rises again for the horde.

    UNLOCK →

    MARROW

    The bones remember being warm.

    A graveworm tunneling through a mass burial. Chew through bone shards, collect calcium deposits, and avoid the buried hands that reach up from below. The deeper you dig, the more the soil remembers.

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    SÉANCE

    The board answers back.

    A spirit board session where the planchette drifts on its own. Guide it to spell answers to the questions the board asks. Wrong answers make the spirit restless. If it reaches GOODBYE, the session ends.

    PLAY →

    LULLABY

    Rock it gently. Do not stop.

    Something sleeps in the cradle. Rock it in rhythm to keep it asleep. The sway meter shows the cradle's momentum — keep it in the green zone. Disturbances break your rhythm. Survive the night.

    PLAY →

    VIGIL

    INITIATE

    Four cameras. One flashlight. Six hours.

    You are the overnight security guard at a facility that should not exist. Monitor four camera feeds. Things move in the corridors. When a thing reaches the door, switch to that camera and shine the light. Power drains with each use. Survive the night.

    UNLOCK →

    AUTOPSY

    INITIATE

    The body is not done.

    You are the night coroner. The body on the table keeps moving. Perform the autopsy procedure — incisions, organ removal, documentation — while the body twitches, grabs, and reacts. Keep your steadiness. Complete the procedure.

    UNLOCK →

    HOLLOWDEPTH

    INITIATE

    Dig deep. Day is safety. The dark has teeth.

    A hand-built world of grass, stone and buried light. Mine with mouse or keys, place what you dig, drop torches into the dark, and follow the ore veins down. Day is safe. Night walks. At the very bottom, something beats — break its heart.

    UNLOCK →