
A weekend VR horror jam spirals into a real-time psychological trap inside a mixed reality cube.
Releasing VR horror into an IRL Cube simulation altered perception so users mistook real danger cues for in-game events.
The Cube’s tactile feedback traffic-shocked players into halting on real-world objects, exploding immersion and breaking the game’s fake-safety contract.
Audience fatigue skyrocketed because Cube’s firmware updates accidentally re-randomized horror cues, making predictable scares anomalously unreliable.
Biomechanical discomfort from Cube’s haptic rig correlated with heightened risk of simulator sickness, causing developers to misinterpret fear as nausea.

Releasing VR horror into an IRL Cube simulation altered perception so users mistook real danger cues for in-game events.
The Cube’s tactile feedback traffic-shocked players into halting on real-world objects, exploding immersion and breaking the game’s fake-safety contract.
Audience fatigue skyrocketed because Cube’s firmware updates accidentally re-randomized horror cues, making predictable scares anomalously unreliable.
Biomechanical discomfort from Cube’s haptic rig correlated with heightened risk of simulator sickness, causing developers to misinterpret fear as nausea.