Games and Toys
This collection keeps circling back to a single unnerving idea: play as a threshold, where games, roleplay, and simulated worlds become the doorway through which something real and dangerous slips in. Whether it's a LARP that summons an actual demon, a creepypasta ritual that dissolves a teenager's sense of self, a haunted board game that structures a society's death, or a video game that turns out to be lethally real, the throughline is that fiction and mechanics stop being safe containers. Even the lighter, celebratory entries about consoles, LEGO bricks, and esports carry an undercurrent of obsession — play as something that can consume you as easily as it delights you.



































































































