A dim entrance hall. A rescue timer ticking. Step inside Manson Residence.
Enter Manson Residence in a first-person horror setting of stained walls, dark trim, and murky green-yellow light. A small central reticle keeps your attention on the shadowy interior, while the timer overhead reads “Time to save Amelia.”
The on-screen controls list movement, interaction, crouching, and dropping objects. A sound meter and stance indicator sit alongside an inventory display marked “One object at a time”—a spare interface that keeps the unsettling house in focus.
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