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C.E.N.T.U.R.Y: No Escape.
C.E.N.T.U.R.Y: No Escape.
In a world where sinister forces reign, Jake Willson, a 19-year-old from London, finds himself entangled in a horrifying game orchestrated by the notorious C.E.N.T.U.R.Y organization. Little did he know that this wicked game would lead him to make friends with, 18 year old Sarah West and 19 year old Mark Smith, both residents of New Orleans. Before their abduction, Jake, Sarah, and Mark were living ordinary lives, unaware of the darkness that awaited them. Suddenly, they wake up disoriented and frightened, confined to a mysterious room where they meet 97 other captives who are being subjected to a series of 100 deadly escape rooms, designed solely for the sadistic pleasure of C.E.N.T.U.R.Y. As the trio progresses from one treacherous room to another, they rely on their unique skills and resourcefulness to survive. Each room presents its own challenges and moral dilemmas, testing their friendship as they grapple with decisions that could mean life or death for themselves and their fellow captives. Their friendship and trust is being tested, when a traitor arises between them. The challenges escalate, and with each deadly encounter, the tension within the trio grows. Trust becomes a fragile thread as they face moments of suspense, overcome booby traps, and confront formidable enemies lurking within the rooms. Even more devastating, a traitor emerges from their ranks, intensifying their paranoia and desperation. Ultimately, the game reaches its climactic final room, where Jake and Sarah uncover a shocking truth—Mark, their trusted teammate, is the CEO of C.E.N.T.U.R.Y. In a gritty battle fueled by cunning tactics and unwavering determination, they outsmart their former ally, escape the final room, and expose the dark intentions of C.E.N.T.U.R.Y to the world.
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No Way Out: The Mystic Sword of the Horror Island.
No Way Out: The Mystic Sword of the Horror Island.
A middle-class game lover creator Hayden Willard who retired as a businessman now a gamer agrees in all circumstances to make an exciting family gaming experience to play. In the creation of multiple levels and a remote environment inside the game; there was mostly impossible to get out of it. Eventually, his intention of a relaxed adventure game goes wrong when this game and the character come alive and take him and his family into the game world to defeat the unbeatable villain who intends to take the whole world and at the same time desperate to kill all humanity. Hayden, and his family, must have to protect and journey beyond the human world in a search of a way out from the game world and end the game forever…
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No Name
No Name
"A man, a creature of the wild... An animal that can't be tamed, an entity that can strike with precision, an entity capable of anything, a creature that dares to push your life to the edge... A solitary figure who desires only one thing in his entire existence... Revenge..."
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Zombies Territory: A place of no return
Zombies Territory: A place of no return
Slaves are given an opportunity to be set free. But the road to freedom is never easy. They were given one mission to get the buried golds of the late Mr Fu's house. Unfortunately, the house is located in the capital of the country that is now popularly known to the world as Zombies Territory. It is also a place of no return to those who went in. All for the sake of freedom, all for the sake to get back their lives, will the slaves survive this deadly mission? Find out on Zombies Territory: A place of no return
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THE FOOTPRINTS. Journey of no return.
THE FOOTPRINTS. Journey of no return.
In the quiet town of Crestwood, nestled deep within the heart of the Appalachian Mountains, a chilling legend had haunted the residents for generations. It was a tale that sent shivers down spines, a story spoken in hushed tones around flickering bonfires on the night of the autumn equinox—a night when the boundary between the known and the unknown blurred, and the very air seemed charged with an eerie energy. The legend spoke of the "Footprint," an enigmatic and unsettling phenomenon that occurred like clockwork, as reliable as the seasons themselves. Every year, on that fateful night, the Footprint would reappear, etching itself into the rocky soil near the edge of town. It was a single, enormous footprint, larger than any man's, with distinct arches and toes that appeared impossibly human. And yet, it was a relic from the past—a past filled with mystery, uncertainty, and dread. What secrets did the otherworldly glow and the reemergence of the Footprint hold?
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