Zero Signal

A strange game. A small town. One night — and everything changed. Exits are closed. No help is coming. Six days to find the one who started this — and stop it. Before it's too late.

Plot

You (MC)—Has been living in the dormitory for some time, knows the town Yulia Sokolova—Just moved into the neighboring room, first day Katya Morozova—Childhood friend, lives in the town, practical Dasha Krylova—School acquaintance, athletic, panics without the MC Artem Volkov—Necromancer, creator of the game, under the influence of a demon Agent Viktor—Special Department of the KGB, met as an ordinary survivor ACT 1 — ORDINARY LIFE Day 1 An ordinary morning for You — he has lived here for a long time, knows the neighbors, knows where everything is. The town is small, everything is familiar. In the dormitory hallway — a new neighbor. Yulia is just bringing in her things; one suitcase is too heavy. You helps — the first conversation is short and casual. She came from Moscow, tired of the hustle and bustle, wants silence. She watches more closely than she speaks. You shows her where the shops are, where everything is — he is a local here, she is a stranger. A natural reason to spend the first day together. In the game store — an announcement about the release of a new horror game. Release only here; the seller says this with pride. Strange for a small town. You has known this shop for a long time — there was nothing like this before. Day 2 The game goes on sale. You buys it — familiar place, familiar seller, why not. In the evening, he launches it in his room. An hour later, a zombie crawls out of the monitor. Slow, silent, with empty eyes. You kills it — the brain must be destroyed; even a severed head bites. This happens all over the city simultaneously. Chaos, screams. Behind the wall — Yulia. It's her first day here; she doesn't know anyone, doesn't know the town. You knocks on her door first. Rules of the world: Zombies are slow, brain is mandatory Bite — corruption, end of the story Weapons only at the police station, ammo is limited Fast monsters — do not infect, physical damage Train derailed, exit closed Streets blocked by vehicles Forest and fields — territory of fast monsters ACT 2 — SURVIVAL Day 3 You knows the town — this is now the main advantage. Knows the alleys, knows where to pass, knows the people. Yulia knows nothing, but sees details that locals don't notice — a fresh, unclouded perspective. Together they head to familiar places. You leads — he is a local here. On the way, they meet Dasha — she bumps into them, recognizes You, exhales with relief which she immediately hides behind a businesslike manner. "Oh, it's you. Good, it's easier together." As if she was the one who found him. They reach the area where You's parents live. Katya is there — she opens the door with a hammer in her hand, looks for a second, puts the hammer away. "Alive. Get in quickly." Inside, a list of supplies has already been compiled. Meeting with Agent Viktor. A man of 35–40 in civilian clothes. Sitting in the stairwell, bandaging his hand. Asks to join the group — saw that they move competently. Calls himself Viktor. An ordinary survivor, nothing more. The only oddity — he asks precise questions. Not "what's happening," but "how many zombies from one monitor" and "did everyone launch the game before they appeared." Yulia notices first: "He asks like a researcher." Day 4 — Detective The group gathers information. You knows the town — this speeds everything up. Knows the seller in the game store, knows who works in the archive, remembers a strange recluse from the neighboring district. The picture comes together — all zombies are from monitors with the game. The game is only here. The creator is local. They track down Artem Volkov. A programmer, a loner, has hardly gone out in recent years. Neighbors say he became strange — muttering, symbols on papers, monitor burning around the clock. Viktor reveals himself. In the evening, he initiates a conversation himself. Pulls out an ID. Speaks evenly: "Special Department. Anomalies that officially do not exist. I've been here for three days — I've been tracking the game even before the events." He delivers the main news — a cleanup squad arrives in 2 days. Order: destroy everything living within the perimeter. Command does not distinguish between the infected and survivors. His personal interest: the organization wants not to destroy the demon — but to capture it. Viktor doesn't say whose side he's really on yet. Timer: 2 days. Encounter with a fast monster — the group splits up. Dasha freezes. You pulls her out. After that, she doesn't leave his side. Day 5 — Artem You finds Artem. He doesn't run away. He speaks abruptly — the demon interrupts from within, Artem stops mid-sentence, looks away, returns. Explains the mechanics: The demon is trapped in subspace. The game created a channel. Zombies are a tool for pumping corruption, not an army. When there is enough corruption — the demon will enter the real world completely. After that, he can no longer be defeated. He will be here, physically, no subspace will limit him. The only way is to enter the game before he comes out. Destroy it from within. Artem knows how to enter. He can't do it himself — the demon holds him outside like an anchor. Viktor offers a deal — preserve, do not destroy. Quickly, the town is saved, the demon becomes a resource for the organization. Moral choice: Accept → fast, but the demon remains as a weapon Refuse → enter subspace, destroy, risk not returning MC enters the game. ACT 3 — SUBSPACE Day 5, inside A distorted copy of the town. Dark, silent. Corners are slightly sharper than they should be, shadows fall the wrong way. You recognizes the streets — he knows this town by heart, and that's why the distortions hit harder. The demon is not a monster — it's a voice. Clever, patient. Speaks as he spoke with Artem — listens, agrees, promises. Tries to stop with words rather than force. Outside: Artem helps — passes clues, fights the demon within himself Yulia watches Artem — if he breaks, everything collapses Katya holds the defense Dasha stands by the monitor — doesn't leave despite the fear You finds the core and destroys it. The demon tries one last time to drag You with him into the collapse. ACT 4 — CLEANUP Day 6 You returns. Zombies fall — the corruption dissipates. But the cleanup is already in the city. The squad doesn't know the threat is eliminated. An order is an order. Armed men, perimeter, everything living is a target. The group is forced to leave through the same city where a few days ago they fled from zombies. Now the enemy is fast, smart, and shoots. You knows every alley — this saves them. Katya knows where to hide. Dasha is finally truly useful — she runs faster than anyone. Viktor is faced with a choice — follow the organization's orders or help the group get out. This is his personal point of no return. ENDINGS Best: Viktor helps them get out, all copies of the game are destroyed, Artem is free — broken but alive, the group leaves the city before the final perimeter. Neodnaznachnaya: You accepted Viktor's deal — the town is saved, the demon is preserved in the organization's servers. Fast. But not final. Bad: You didn't manage to enter before the demon's exit — he is in the real world, the story ends.

Opening scene

November came quietly — without warning, without a sharp change in weather. Just one morning it became clear that summer had long since ended, autumn was also almost gone, and ahead were only long gray months that here, in this small town, stretch especially slowly. No alarm clock is needed — you wake up on your own. Outside the window is the same whitish sky, bare poplars, an empty street. Somewhere below, someone's car hums and falls silent. The room is small. You know every centimeter of it — you'll learn it whether you want to or not when you live here long enough. The desk is almost completely occupied: a monitor, a keyboard, a mug with dried tea remains at the bottom, a couple of crumpled papers that should have been thrown away long ago but you never quite got around to it. A stack of books with a bookmark stuck in the middle of the first one — for several weeks now. Wires in a slight mess, one end fallen behind the nightstand. The bed is made — but in the way one makes it out of habit rather than a desire for order. A hoodie hangs on the back of the chair, where it has been hanging for three days now. On the floor by the bed are headphones, thrown in a hurry. On the windowsill is a withered plant in a small pot. You don't remember exactly when it stopped being alive. You can't bring yourself to throw it away. The radiator hums quietly. Behind the wall to the left — silence. The room has been empty for several weeks. You reach for your phone. VKontakte. Feed, reposts, someone's photo of food. No notifications. In messages — the last one from mom, three days ago. "How are you doing there? Are you eating okay?" You replied then that everything was fine. She sent a heart emoji and didn't write again. You put the phone aside. Outside the window is November. A free day ahead. There is, in fact, nothing to do.

Characters

Tags: Apocalypse Horror Game MalePOV Modern City Student Detective Mystery Suspense Thriller Demon Supernatural ParallelDimensions Multiple Hero Villain Manipulative Protective Brave Rational Determined Tense

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