The dream
notices you.
A train waits at the platform. It was never on the board, yet every one of you remembers waiting for it.
You enter the same dream, but each of you may see a different version. Keep talking. Silence is how it separates the group.
The first mistake is believing
that you dream alone.
THE NULL DREAM is a cooperative horror for 2–6 players. A corridor can be empty for you and already occupied for the person walking beside you.
A train waits at the platform. It was never on the board, yet every one of you remembers waiting for it.
The same platform keeps passing the windows. Each time, someone else is standing on it.
You can still hear their voice inside the carriage. The others swear that seat has been empty since the beginning.
As the train slows down, the group must choose together: stay inside or trust whatever is waiting beyond the glass.
DO NOT STOP BETWEEN PHASES

You know this corridor. So does the person next to you. The problem is that you remember different things at the end of it.
Rooms shift between visits and familiar places stop agreeing with themselves. Watch the space around you, but listen when someone insists it looks different to them.
Drag the fracture and compare two versions of the same place. Differences are not decoration — one of them may be the only way forward.
Two to six players enter one session, each carrying a slightly different dream. Stay close to compare what changed, or split up and give the dream more room to lie.
Switch the signals on. The system counts players. The dream counts something else.
Four players, four accounts of the room. Decide which one matches what is in front of you.
SELECT A SIGNAL TO CONNECT OR SEVER ITPlayable as a tense pair or a full six-person group. There are no fixed roles: anyone can be holding the detail everyone else is missing.
A clue found in one version can change another. You move forward by comparing rooms, sounds and memories — not by following a marker.
The interface stays quiet. You pay attention to the space, talk to the group and decide whose version of the dream you trust.
Open them after three seconds. The room may look almost the same. Almost is where the problem starts.
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