WebNovels

The InfiniteVoid

UtkarshRaj
14
chs / week
The average realized release rate over the past 30 days is 14 chs / week.
--
NOT RATINGS
260
Views
Synopsis
The Infinite Void When someone falls asleep alone, they may never wake up in the real world again. Instead, they open their eyes in a silent white void, sitting in a single chair facing a lone door. Crossing through it throws them into The Infinite Void, a shifting labyrinth of endless levels, each more hostile than the last. There is no pattern to the levels. One moment you’re crawling through a flooded tunnel. The next, you’re running through a city that breathes like a living organism. Every level contains its own rules, resources, and entities, some openly predatory, others pretending to be human. Survival depends on learning fast and trusting nothing. Rumors speak of an ending. Ten of them, in fact—perfect replicas of the exit that all turn out to be traps. But somewhere beyond them lies the real final level, known only as The End of Infinite, a place so distant that the Void itself keeps pushing it further away with each passing day. Escaping means navigating a world that changes at random, surviving creatures that adapt to your fear, and fighting the invisible force that wants you to stay lost forever. Most players die. A few last long enough to learn the rules. No one has ever reached the true exit. But the Void keeps taking new people. And every story begins the same way: fall asleep alone… wake up on the white chair… and open the door.
VIEW MORE

Chapter 1 - LEVEL 0 — THE WHITE CHAIR ROOM

Classification

Safe | Transitional | Reality-Bound

Overview

Level 0 is the first place every player sees after being pulled from the real world.

It is not a true "level," but a holding space that prepares the player for the Infinite Void.

Nothing attacks here.

Nothing moves.

Nothing exists except the player, the chair, and the door.

Because of this, Level 0 feels calm at first. That feeling doesn't last.

ENVIRONMENT

The Void

The entire space is a flat, endless white void.

There are no walls, no corners, no horizon. The light doesn't come from anywhere, it simply exists.

Shadows are extremely faint, almost invisible.

There is no sound at all. Not even the player's breathing echoes.

The Chair

Players awaken in a smooth white metal chair.

It is always perfectly centered under them, no matter how they were sleeping in the real world.

The chair is cool to the touch, slightly heavier than it looks.

When the player stands up, the chair fades out in 3–4 seconds, quietly dissolving into the whiteness.

It never reappears.

The Door

About three meters ahead stands a single white door.

It is the only contrast in the entire level.

The door is simple, unmarked, and made of wood that feels real.

The knob is always warm.

If the player hesitates too long, the warmth increases slightly, as if encouraging them to open it.

Opening the door reveals pure darkness inside, no matter which level it leads to.

Stepping through instantly loads the next level.

MECHANICS

Time Behavior

Time flows normally here, but players report:

No sense of hunger or thirst

No fatigue

No shadows changing

No visible passage of time

Some players have stayed for hours without feeling any change.

No Return

Once the door is opened, Level 0 cannot be revisited.

The door disappears behind the player and Level 0 resets for the next victim.

Random Destination

The door does not always lead to Level 1.

It chooses a random level in the Infinite Void.

Most players do not start in the same place.

Starting Inventory

Anything the player was carrying while asleep appears with them.

Phones, bags, tools, clothes.

But electronics do not function correctly once they leave Level 0.

(Glitching cameras, frozen clocks, scrambled screens.)

LORE

Purpose

Level 0 is believed to be the "staging ground" of The Infinite Void.

The system uses it to:

isolate the player

erase biological stress

sync the player's presence to the Void's rules

prepare them for randomized level transport

In short:

It's the starting point for a labyrinth that doesn't want you to escape.

Theories

Some explorers believe:

the chair reads the player's memories

the door responds to subconscious fear

staying too long may result in the door sending you to a harder level

staring behind you may reveal faint shapes that fade when you turn back

None of this has been confirmed.

No recordings from Level 0 have ever survived after players leave it.

PLAYER EXPERIENCE

The moment the player steps into the darkness beyond the door, they feel a sensation like falling backward even while walking forward.

Then the next level loads around them, often violently.