WebNovels

Chapter 11 - Chapter 11: The Final Trailer

In the weeks following the monster art reveal, the hype for Dark Forest transformed from a bonfire into a full-blown inferno. It was no longer just a trending topic; it was a digital obsession. It dominated every gaming forum and media outlet, the name whispered with a mix of terror and reverence. Within the core gaming community, it had achieved a legendary, almost mythical status.

For the veterans, the ones who had played the demo and felt its cold, oppressive grip, Dark Forest was a revelation. It was the first game in living memory to wear the "horror" label and actually deliver, a stark, terrifying contrast to the sea of cheap, forgettable jump-scare simulators that littered the market.

For the onlookers, the ones who didn't play games but were swept up in the phenomenon, it was a story. The tale of the lone, brilliant developer, toiling in secret to create a masterpiece, was an irresistible narrative. They showed their support the only way they knew how: by sharing the video, liking the posts, and helping the legend grow.

The entire community was at a fever pitch, united by a single, desperate question: When?

Then, without warning, the news dropped like a lightning strike.

A store page for Dark Forest had appeared on the Cyber Platform. It was real. It was happening. And there, in bold, stark letters, was the release date.

It would unlock in three days. At the stroke of midnight.

The internet collectively lost its mind. This was everything they had been hoping for, delivered at the peak of their anticipation. A page on the Cyber Platform was more than just a place to buy the game; it was a seal of legitimacy. It meant the game had passed certification, was protected by law, and would be available to purchase, and fear, worldwide.

On Pixel Nexus, a new post from a forum editor instantly went viral. It contained the official release details and, most importantly, a link to the final CG promotional trailer.

Players clicked through, devouring the information. They learned the game would launch in Early Access, a model they were familiar with and largely supported for indie projects. But it was the accompanying message from the developer, Leo Sterling, that caused the real stir.

The post quoted him directly:

'The Early Access version will launch with the first three chapters of the game. Rest assured, the experience is substantial, with a main story path that will take no less than 10 hours to complete!'

'This game has been rigorously tested. I can tell you with absolute confidence that you will not encounter any game-breaking bugs that affect your experience!'

'The map is procedurally generated. Each time you die, resource locations will be randomized. Please be aware of this mechanic and purchase accordingly!'

'This is a horror game. It is not recommended for those with a weak heart or for younger players.'

And finally, a personal, almost taunting note: 'Please don't play at night. It's for your own good.'

The developer's sheer confidence was staggering. No bugs? Who had the audacity to make such a claim? A vocal minority of players immediately took it as a personal challenge, vowing to hunt for bugs with the fervor of big-game hunters.

But for the majority, the real shock was the first statement. Ten hours? For an EA horror game? That was longer than the campaigns of most fully-priced AAA titles. The speculation exploded anew. How could one person create something of this scale and quality?

Then, they played the trailer.

It opened with a dizzying, high-speed rush through a forest of dead, skeletal trees, their branches interlocking like the bars of a cage. The music began to swell, a low, ominous hum that vibrated in the chest, making the viewers feel as if they were the ones fleeing through that endless prison. A bright light appeared in the distance, growing larger, until the entire screen was consumed by a brilliant, silent flash.

The scene changed. The music shifted to a quiet, haunting melody that felt both beautiful and deeply sad. The viewer was now looking at the ruins of an old church. As the camera drifted forward, the full moon, perfectly framed in a high, circular window, was slowly obscured by the crumbling stone, plunging the scene into shadow. Hope, extinguished.

The trailer cut to raw gameplay. The man in the cap, the second protagonist from the demo, holding a torch aloft in a murky swamp. The towering trees blotted out the sky, and a flock of crows burst from the branches, their wings rustling the dead leaves.

Cut to CG. A hazy, gray sky hung over a village of dilapidated wooden houses, their structures clawing at the landscape. An old woman with a live hen perched on her shoulder stood motionless amidst a flock of chickens, her vacant eyes staring at the sky. At her feet lay the corpse of a sheep, already being consumed by a strange, web-like mycelium.

Cut to gameplay. The man in the cap, his flashlight beam cutting through the darkness, navigating the same village. The ground was a mess of garbage, mud, and dark, spattered stains that could only be blood. A feral, snarling dog lunged from the shadows.

Cut to CG. Inside a warped, distorted house, a young boy in a chillingly comical mask held a violin. He turned his head slowly, his tall, twisted shadow on the wall moving with him, a monstrous, dark twin.

Cut to gameplay. The man in the cap, his flashlight the only source of light, was trapped in a thicket of giant, dark bushes. Surrounding him, like a human wall, were several women in pristine white wedding dresses, their bodies twisting as they spun and danced in the darkness, blocking his path.

The rest of the trailer followed this brilliant, hypnotic rhythm—a glimpse of haunting, cinematic horror, followed immediately by gameplay showing that the player would experience that horror firsthand. It wasn't just a trailer; it was a promise. Everything you see, you will face.

The preview was less than two minutes long, but its effect was profound. Viewers watched it again, and again, and again, the unsettling music and surreal imagery burning into their minds. Hardcore fans began dissecting it frame by frame, trying to piece together the lore of the forest, to prepare themselves for what was to come.

The community was united in its feverish anticipation. The three-day wait, which for Leo was a frantic sprint to the finish line, felt like an eternity for the players. Streamers set up countdown clocks. Forums were filled with users spamming the refresh button.

They waited. And waited.

Finally, the day came. The clocks on a million screens ticked past 11:59 PM.

And at the stroke of midnight, as a collective cheer went up across the internet, Dark Forest was officially unlocked.

PLS SUPPORT ME AND THROW POWERSTONES .

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