
Six Seven Nights is a compact first-person survival horror focused on investigation, atmosphere, and escalating tension. You are sent to a school locals openly call cursed. It has been closed for months after a chain of unexplained incidents and growing panic in the surrounding area. Strange sightings, nightly disturbances, and psychological breakdowns are all tied to the building — or so people believe. With fear spreading and pressure mounting, authorities decide on a simple solution: demolish the school. Your employer disagrees. According to the Bureau, destroying the building won't end the phenomenon — it may make it far worse. You are sent in to prevent a disaster before it's too late. The game unfolds across six playable nights. Each night: • expands the accessible areas of the school • introduces new paranormal behavior • increases pressure and unpredictability You explore a damaged, partially collapsed building, clearing debris, opening sealed rooms, and uncovering clues through environmental storytelling, notes, and strange markings scattered throughout the school. There is no combat — survival depends on observation, timing, and understanding how the environment responds to your actions. A persistent hostile presence roams the school and reacts dynamically. Some actions draw attention. Others reduce it. Learning the difference is part of surviving. Between nights, you receive calls from a Bureau specialist who helps contextualize what you're dealing with — offering guidance without direct answers. The truth is never handed to you. You have six nights because the seventh day is irreversible. If you fail, demolition won't erase what's here — it will unleash it. Features: • First-person survival horror with a unique combat system • Six-night structure with escalating tension • One evolving location that changes with progress • Environmental puzzles inspired by classic horror • A reactive entity that responds to player behavior • Heavy focus on atmosphere, sound, and observation The school is not just a location. It's a problem that's running out of time.