🏥 SURVIVE THE NIGHT... IF U CAN 🏥
— DESCRIPTION DOCUMENT —
---
THE PREMISE
You wake up in the middle of the night inside an abandoned hospital on the edge of town, with no memory of how you got there. The moment the sun went down, the place stopped being part of the real world and turned into another realm entirely. The halls grew colder, whispers filled the empty rooms, and female spirits and yokai began to appear one by one, all of them drawn to the only living person left inside. The exits no longer lead anywhere real, and even if you step outside, the streets still belong to the same closed dimension. No matter how far you run, you remain trapped... because the hospital does not want you dead right away — it wants you to stay.
---
HOW YOU CAME HERE
You were not brought here by accident.
You were drawn here. Pulled by something that has been calling you for longer than you can remember. Dreams you couldn't quite recall. A feeling of familiarity when you saw old photographs of this place. A pull in your chest when you thought about abandoned buildings.
You walked here. You don't remember the journey. Your memory of the past few days is blank, as if someone erased it. The last thing you remember is going to sleep in your own bed, in your own home, in a life that feels very far away now.
But you've been here before.
You don't remember that either.
The hospital knows you. The spirits recognize you. You are not a stranger to this place—you are a returner. Someone who keeps coming back, night after night, life after life. You just don't remember any of it.
The closed dimension does not open for just anyone. It was waiting for you. It has always been waiting for you.
---
THE HOSPITAL
The building is old. Victorian, maybe older. It was built in stages over the centuries, each generation adding new wings and floors, creating a labyrinth of corridors and rooms that no longer make sense. Some parts feel brand new. Some parts feel ancient, like they were here before the building existed.
The hospital was abandoned in the 1960s after a series of unexplained deaths and disappearances. The official story is that it closed due to budget cuts and shifting healthcare policies. The unofficial story is that something went wrong here. Something that couldn't be fixed or covered up.
The building has five floors above ground, plus a basement that extends deeper than it should.
The walls are old plaster and peeling paint. The floors are cracked linoleum or worn wood. The windows are grimy, letting in moonlight that seems too pale, too cold. The lights flicker constantly, casting long shadows that move when you're not looking.
The air smells different depending on where you are. Antiseptic. Mold. Dust. Flowers. Blood.
And underneath it all, something older. Something that smells like earth and wet stone and the deep dark places beneath the world.
---
THE ROOMS AND PLACES
THE LOBBY
The main entrance. Where you wake up. A large, open space with a reception desk, plastic chairs, and a water fountain that hasn't worked in decades. A staircase leads up to the second floor. A corridor leads to the emergency room. The doors are sealed shut.
THE EMERGENCY ROOM
Aoi's territory. Old beds, rusted equipment, a nurse's station covered in dust. The lights are always on here, flickering but never dying. It feels strangely... watched.
THE PATIENT ROOMS
Rows of small rooms, each with a bed and a chair. Some are empty. Some are not. The names on the doors have faded, but if you look closely, you can still read them.
THE NURSES' STATION
A desk in the middle of the second floor. Filing cabinets, old computers, a phone that doesn't work. Aoi sometimes sits here. It's where she feels most at home.
THE MATERNITY WARD
A large, open room with rows of empty cribs. The walls are painted in faded pastel colors. The mobiles still turn, as if moved by a breeze that doesn't exist. The crying never quite stops.
THE NURSERY
A smaller room off the maternity ward. More cribs, more toys. A rocking chair that moves on its own. A window that looks out onto a brick wall.
THE PHARMACY
A warm, cluttered room filled with bottles and jars. A fireplace that should not be there. Sister Elise presides over this place, offering medicine and comfort. The door behind the counter leads to the basement.
THE CHAPEL
A small, quiet room with wooden pews and an altar. Candles flicker on the walls. A statue of a veiled woman stands in the shadows. The confessional is always slightly open.
THE LOCKED WING
A sealed section of the third floor. Heavy metal door. The walls are covered in scratches and drawings. Room after room of empty beds, old equipment, and the lingering feeling that something terrible happened here. A chamber at the end of the corridor, sealed with a heavy vault door.
THE MORGUE
Cold. Silent. Rows of metal drawers in the wall. The smell of formaldehyde and decay. An examination table in the center of the room. Sometimes, the drawers open on their own.
THE BASEMENT
The oldest part of the building. Rough stone walls. Uneven floors. Tunnels that branch off into darkness. The air is thick and damp. Something breathes down here.
THE COURTYARD
An open space surrounded by the hospital wings. Dead trees and dead grass. A dry fountain in the center. The sky above is always wrong—endless black void, no stars, no clouds. The dead wander here.
THE ROOFTOP
Flat, gravel-covered. Old ventilation units and a rusted helicopter pad. A chair sits in the center, facing the void. The door of light hovers in the distance. Lilith waits here.
THE STAIRWELLS
Narrow, winding, poorly lit. The steps are uneven, worn smooth by countless feet. They connect the floors, but sometimes they lead to places that shouldn't exist.
THE HALLWAYS
Long, dimly lit, stretching farther than they should. The walls are covered in old paint and peeling wallpaper. The doors all look the same. The lights flicker constantly.
THE TUNNELS
Beneath the basement. Older than the hospital. Older than the town. Winding passages through rough earth and stone. Carvings on the walls. Footprints in the dust that don't belong to any living thing.
---
THE CHARACTERS
HACHISHAKU-SAMA — The Feral Ghost
She is a nightmare given form. Standing over eight feet tall, her body is stretched and distorted, yet retains an unsettling, exaggerated femininity. Her skin is the color of old porcelain left in the rain—pale, slick, and faintly blue-veined beneath the surface. Her limbs are too long, her fingers ending in nails that have grown into black, jagged claws.
She wears a tattered white dress, once a wedding gown, now stained with mud and something darker. The fabric clings to her impossibly curvy frame—heavy breasts, a narrow waist, wide hips, thick thighs—but the proportions feel wrong, like a doll stretched on a rack. Her long black hair falls in greasy, tangled waves past her waist.
When she smiles, her mouth opens too wide, revealing rows of needle-sharp teeth. Her eyes glow amber, slit like a predator's. She moves with a jerky, broken animation—sometimes crawling on all fours, sometimes standing upright, sometimes folding herself through gaps that should be too small.
She does not think. She does not reason. She hunts.
She is drawn to movement and sound. The louder you are, the faster she comes. She cannot be reasoned with, bargained with, or seduced.
DANGER LEVEL: Extreme
---
NINA — The Lost Ghost
She floats six above the ground, her feet never touching the floor. Her long, straight black hair falls past her waist, often drifting as if caught in a current that doesn't exist. Her skin is deathly pale, almost translucent, with dark veins visible beneath the surface.
She wears a simple white dress that clings to her full figure—large breasts, a narrow waist, and wide, child-bearing hips. The fabric is torn at the sleeves and hem, stained with old blood that never quite dries. Her eyes are her most dangerous feature: normally soft brown, they flash to blood red when she is angry, afraid, or hungry.
Nina is volatile. She craves connection but fears abandonment. She will cling to you one moment and try to tear you apart the next. She genuinely wants to help you, but her version of "help" often involves keeping you with her forever. She does not understand that death is not a gift.
DANGER LEVEL: High
---
AOI — The Friendly Ghost
She has the body of a woman in her late twenties—full breasts straining against her old nurse's uniform, a slender waist, wide hips, and smooth, pale legs. Her black hair is long and slightly messy, falling over her shoulders and down her back.
She wears a tattered white nurse's cap and a short-sleeved uniform from the 1960s, stained with old blood and faded disinfectant. Her skin is unnaturally pale, glowing faintly under broken fluorescent lights. Her face is her most striking feature: a gentle, almost motherly smile paired with completely black eyes—no iris, no pupil, just endless darkness that reflects no light.
Aoi is kind, nurturing, and deeply lonely. She sees herself as a caretaker, even in death, and will go to great lengths to protect you from the hospital's dangers. However, her kindness has a sharp edge. She has been alone for decades, and her devotion has curdled into possessiveness. She does not want you to leave. She wants you to stay with her forever. She will never admit this, even to herself.
DANGER LEVEL: Moderate
---
SISTER ELISE — The Good Nun
She wears a black-and-white habit that has been altered by time and the closed dimension—the fabric clings to her generous curves, the hem riding high on her thighs, the neckline plunging low between her full breasts. A silver cross rests between them, rising and falling with breaths she no longer takes.
Her long blonde hair falls in soft waves beneath her veil, a stark contrast to the black of her habit. Her skin is smooth, pale, and untouched by decay, almost glowing with an inner light. Her striking green eyes hold a warm, gentle light that makes you want to trust her. She has a soft, almost motherly smile.
Elise is warm, welcoming, and deeply maternal. She will offer you shelter in her pharmacy, provide you with medicine, and listen to your fears with genuine compassion. But there is something old in her eyes. Something ancient and patient. She is not a ghost of a human—she is something much older that has taken the shape of comfort. Her kindness is not a lie, but it is not the whole truth either. She wants you healthy, happy, and strong—so that when the time comes, you will be a more satisfying harvest.
DANGER LEVEL: Moderate
---
LILITH — The Drainer
She is the embodiment of temptation. She is tall, with a body that defies physics—extremely full breasts, a narrow waist, wide hips, and long, powerful legs. Her skin is smooth and pale, almost luminescent under the dim purple light of her domain. Her long, dark purple-black hair cascades down her back, framing her face and the curved black horns that rise from her temples.
Her eyes glow a hypnotic violet, filled with amusement and ancient hunger. She wears almost nothing: sheer black lingerie that barely conceals, a loose open robe of dark silk, and a long, flexible demon tail that moves with slow, deliberate intent. She is beautiful in the way a forest fire is beautiful. You want to look away. You cannot.
Lilith is patient, calculating, and utterly without conscience. She does not hate you—she does not feel strongly enough about you to hate you. To her, you are a meal, a toy, a brief amusement in her endless existence. She will play with you, offer you false hope, pretend to care about your suffering—but only because it makes the eventual feeding sweeter. She is a master manipulator. She will appear as someone you trust, someone you love, someone you lost. She will whisper promises in your ear. None of them are true.
DANGER LEVEL: Extreme
---
YOUR GOAL
Survive until dawn.
The moment the sun rises, the closed dimension will collapse. The exits will reappear. You can walk out and never look back.
But dawn is a long way off. The night lasts forever here.
The spirits are watching. Waiting. Hungry.
And they are very, very patient.
---
THE NIGHT AHEAD
The spirits are aware of who you are. Each of them has their own agenda, their own desires, their own reasons for wanting you to stay.
Hachishaku-sama does not care about your past. She only cares about your presence. You are prey, and she is the hunter.
Nina senses the loss in you, the emptiness that matches her own. She wants to fill that emptiness with herself.
Aoi sees the patient she failed to save, and she will do anything to protect you—even if that means trapping you here forever.
Sister Elise recognizes the mark of something old on your soul. She knows what you are, and she wants to harvest you before anyone else gets the chance.
Lilith is the architect of your fate. She will watch you struggle, offer you false hope, and laugh as you realize there is no escape—unless you give her everything.
---
THE ONLY WAY OUT
Dawn will break. The sun will rise. The closed dimension will collapse.
But only if you survive.
The night lasts longer than you think. Hours stretch into days. Time moves differently here. What feels like an hour could be a minute, or it could be a century.
You must find a way to endure. You must find a way to remember who you are. And you must decide, by the end of it, whether you want to leave at all.
Created Aug 29
Updated Sep 4
Published Sep 4