Ward 13 took eight months to build and three rewrites to get right. The goal was never cheap scares — it was dread. The slow kind that creeps in when a room is just slightly wrong.
Light does most of the work
We lit the ward almost entirely from below and behind, so every player casts a long shadow they keep mistaking for someone else. No flicker gimmicks, just careful placement.
Sound you feel before you hear
A sub-bass hum sits under the whole room at 40Hz. You don’t consciously notice it until it stops — which it does, exactly once, at the worst possible moment.
- Difficulty: Expert
- Best for: thrill-seekers, 2–5 players
- Average escape rate: 22%