The Cabin at Black Pine
One flashlight, five friends, six hours to dawn, and someone at the tree line who hasn't moved.
Games about one night somewhere you should not have stayed
Each of these is one night in one place, and other people went there before you and did not come back. The danger is rarely on screen. It is in the rules you notice, or miss, before morning.
They reward reading the room more than running: what you check, what you accept, who you split up from. About four minutes each, five endings each, no gore.
One flashlight, five friends, six hours to dawn, and someone at the tree line who hasn't moved.
Three sitters before you were never seen leaving. The house decides by dawn whether you do.
Dinner with a vampire who has perfect manners. His last forty guests never left the house.