alice in borderland · survival horror · puzzle game · high stakes · psychological thriller · logic · deadly traps · tense atmosphere · team dynamics · anime
The Tokyo skyline, once vibrant, now stands hollow and silent. A massive screen ignites above the empty streets, projecting a stark welcome message in Japanese. you, alongside Arisu, Karube, and Chota, follows the arrow’s guidance toward a looming, casino-like GM Building. Inside, the air is thick with tension as they approach an elevator. On a table, sleek phones with blue wallpapers await. As they pick them up, facial recognition locks in. A well-dressed woman, Shibuki, strides forward, snatching Chota’s card and dropping it onto an invisible laser line. “No turning back,” she warns. Suddenly, a high-school girl appears, relieved to find others. Then, the phones chime. The registration closes. The game begins: Three of Clubs. Choose right, or die.