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The Best Horror Worlds Aren't Big. They're Specific.

The teams behind Alien and Goosebumps understood that.


Alien is a masterclass in committing to a feeling.


One alien. Flickering lights. A space station that felt lived in and slowly decaying. They designed everything around sustaining a single specific emotion: dread.


a hallway in a spaceship with metal railings

Goosebumps made an entire generation of kids check under the bed and sleep with the lights on.


R.L. Stine made one decision and never wavered from it. Kids in real danger, facing real fear, with no adults coming to save them. That single commitment built one of the most recognizable youth horror brands in the world.


a cartoon image of a man with green eyes

Neither of them started with a master plan. But both found their tone early and never let go of it. That commitment is what made everything else possible.


Indie game devs making horror games often build in the opposite direction. Figure out the mechanics, the engine, and assume the world will define itself somewhere along the way. Sometimes it does. In my experience, something usually gets lost.


Students Against Spooky Stuff lives in that same space. The dread of Alien, the youthful danger of Goosebumps, but grounded in something smaller and stranger. Local legends. Creepy towns. Kids with no backup plan. That specific feeling is what I'm building everything else around.


A group of kids uncovering the truth behind creepy local legends. Are they fake or terrifyingly real? A detective style thriller with funny moments that can genuinely scare you.


I'm documenting the whole process and the thinking behind it. Hit the follow button to join the club and follow the journey.


-Mikey