CRYODEATH VR
About the Game
Can you learn to survive?
You are an engineer aboard the deep-space station Evriskon, and something down there is hunting you.
Die and that is the end of that engineer. There is no checkpoint, no retry, no second attempt at the run you just lost. Somewhere else on the station another engineer wakes up — and while you were gone the Evriskon rearranged itself. Corridors reconfigure. Rooms resurface where they have no business being. The choke point that saved you last time doesn't exist any more.
Most horror stops being frightening the second you've memorized it. CRYODEATH doesn't give you the chance.
You're an engineer, so the way out is something you build. Scavenge the station and wire together gadgets from what the crew left behind — something to distract them, something to slow them down, something to buy you nine more seconds. Movement is deliberate and physical: sound carries, light betrays you, and panic makes your mistakes loud.
The further down you go
Descending is the only way forward, and every level below is worse than the one above it. Deeper decks hold things you haven't met yet — older, stranger, better at finding you. Getting good doesn't make the Evriskon safer. It just gets you further down.
Some content creators didn't make it past their first encounter.
What you're getting into
One life per engineer — Death is permanent. No checkpoints, no retries. A new engineer wakes up somewhere else entirely, on a station that has already changed around them.
A station that rebuilds itself — Every death and every new level reconfigures the Evriskon. Route knowledge is worthless. Instinct isn't.
Deeper is deadlier — Difficulty climbs as you descend. The lower decks introduce more advanced enemies, so progress buys you worse company.
Build your way out — Scavenge components and craft gadgets to distract, delay and disable. Stealth keeps you alive longest. It won't keep you alive forever.
Hands on everything — Diegetic interfaces, physical grabbing and handling, drawers and containers you actually wrench open. No floating menus between you and the dark.
Told by the wreckage — Logs, locations and half-heard sounds piece together what the Evriskon was doing out here, and what it cost.
Hunt Mode
Finish the station and it hands you something worse. Hunt Mode changes the terms of the encounter and carries its own ending — and a sidearm, for the moment improvising stops being an option. It is not the easier way to play.
Get on board. Find out what happened. Get off before they find you.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release