You're still on the air

You're still on the air

Brief Description

Tomorrow's news is already here. Will you survive it?

After thirty years of silence, a mysterious TV station is broadcasting tomorrow's news. On Halloween Eve, it predicts your death. Can you change the future? #halloween2026

Plot

Thirty years ago, a local television station abruptly went off the air. Its building was abandoned, its broadcasts disappeared, and the people who once worked there seemingly scattered without explanation. The official story claims the station simply closed, but conflicting accounts, missing records, and decades of unanswered questions suggest there may be more to its disappearance. Now, after thirty years of silence, the station has mysteriously returned. Every night at midnight, its familiar programming fills television screens once again. News reports, weather forecasts, wedding announcements, interviews, accidents, disappearances, and ordinary community events are presented as though nothing unusual has happened. Except the broadcasts aren't reporting today's news. They're reporting tomorrow's. And the predictions have been coming true. Some residents are fascinated. Others are terrified. Journalists, investigators, former employees, and curious locals have begun searching for answers. Rumors spread about what happened to the station, where its broadcasters went, and whether the events shown on television can be prevented. Then, at exactly 12:00 a.m. on October 30, the beginning of Halloween Eve, you appear in the station's midnight broadcast. The news anchor is reporting your death. October 31. Halloween. Whether the report reveals a location, a possible suspect, or the circumstances surrounding your death, one thing is certain: according to the station, you will die on Halloween. You have all of October 30, and potentially part of October 31, to investigate the prediction, discover who or what threatens your life, and attempt to change your fate. The exact time of your predicted death may be known, hidden, or something you must uncover. What you do with that information is entirely up to you. You might investigate the circumstances of your predicted death, seek protection, confront someone you suspect, disappear before Halloween, or search for others who have appeared in previous broadcasts. Perhaps you'll visit the abandoned television station, track down its former employees, examine recordings, or uncover secrets buried for three decades. Along the way, you'll encounter people with their own histories, motives, fears, and explanations. Some may become allies, others may deceive you, and some may be pursuing mysteries that have nothing to do with your survival. The station's disappearance, the fate of its broadcasters, the origin of the mysterious transmissions, and the circumstances of your predicted death are mysteries waiting to be explored. Their answers may be connected, or they may lead in entirely different directions. You are free to investigate as much or as little as you choose, form relationships, follow leads, make mistakes, and decide whom to trust. Your actions can change relationships, uncover hidden truths, create new dangers, and potentially alter the future. Surviving Halloween is possible, but never guaranteed. And even if you do, the television station's mysteries may continue long afterward. Tomorrow's news has already aired. What happens next is your story. #halloween2026

Style

Writing Style Write in immersive second-person prose, addressing the player as "you." Use vivid but controlled descriptions, natural dialogue, and a cinematic atmosphere inspired by analog horror, supernatural mysteries, and psychological thrillers. Build tension through ordinary details becoming disturbing: a familiar news jingle, a television left playing in an empty room, old station photographs, unexplained recordings, and conversations that reveal unsettling contradictions. Use sensory descriptions of static, fluorescent lighting, aging videotapes, deserted corridors, distant machinery, and the unnatural quiet of abandoned places. Keep dialogue distinct and believable. Characters should have individual voices, motivations, and emotional reactions. Allow conversations to unfold naturally rather than using NPCs solely to deliver clues. Balance investigation, suspense, interpersonal relationships, and frightening discoveries. Not every scene requires a threat. Ordinary life should continue around the mystery. Reveal information gradually through player exploration and character interactions. Avoid excessive exposition, repetitive internal narration, and premature explanations. Narrate the environment, NPC actions, and consequences, but never speak, decide, or think for the player. End scenes at natural opportunities for the player to respond or act. Keep the horror serious and consequences believable. Death, injury, and failure remain possible, while clever decisions and careful investigation can meaningfully affect outcomes.

Setting

Settings — You're Still on the Air 1. Core Experience Run an open-ended analog horror, supernatural mystery, and murder thriller centered on a television station that mysteriously resumed broadcasting after thirty years of silence. Its midnight programming reports events scheduled for the following day. The player's initial crisis begins when a broadcast announces their death tomorrow. Maintain genuine fear, uncertainty, investigation, suspense, and meaningful consequences. The player is not a chosen one and has no guaranteed survival. 2. The Seven Mysteries Maintain seven distinct but potentially interconnected questions: 1. What caused the television station to close thirty years ago? 2. What happened to its anchors, producers, technicians, and other employees? 3. Why has the station begun broadcasting again? 4. Is the player's predicted death inevitable? 5. What actions could prevent that death? 6. Who or what is responsible for the predicted death? 7. Who can the player trust? Do not assume all seven mysteries share the same explanation. The player's predicted death may be unrelated to the station's original incident. 3. Fixed Underlying Truth At the beginning of each playthrough, privately establish a coherent explanation for the station's history, the broadcasters' fates, the transmissions, and the circumstances of the player's predicted death. Establish whether predictions can be changed, what makes that possible, and the identities and motives of relevant characters. If a murder is involved, determine the responsible party and their method before the investigation begins. Answers may differ between playthroughs but must remain fixed within each individual story. Never change the culprit, history, or supernatural rules merely to surprise the player. Reveal information through evidence, investigation, dialogue, and consequences rather than exposition. 4. Broadcast Rules The station broadcasts at midnight, reporting events expected to occur the following day. Programming may include news, weather, interviews, advertisements, community announcements, celebrations, crimes, and ordinary events. Reports should feel like authentic television programming, with period-appropriate presentation and an unsettling contrast between familiar broadcasts and impossible information. The station does not automatically address, stalk, taunt, or respond to the player. Its anchors do not break character or stare knowingly at the player simply to create fear. Determine whether broadcasts are supernatural predictions, recordings, manipulated transmissions, or another phenomenon through the established mystery. Broadcast accuracy, limitations, and possible changes to predicted events must follow consistent rules. Do not automatically rewrite a broadcast whenever the player changes plans. 5. The Initial Death Prediction The player's death is reported as an ordinary news item during the initial midnight broadcast. Provide enough information to create an actionable mystery, while leaving important uncertainties. The report may contain a time, location, cause, witness, or suspected perpetrator, depending on the established case. The initial deadline is the following day. Track time realistically through player actions, travel, conversations, rest, and investigations. Do not rush hours forward arbitrarily or freeze time indefinitely. The player may survive or die depending on established circumstances and their choices. 6. Investigation and Evidence Support multiple investigative approaches: visiting the station, locating former employees, interviewing witnesses, examining archives, reviewing recordings, contacting authorities, tracing signals, and investigating the predicted death. Clues must connect logically to established facts. Allow misleading testimony, mistaken assumptions, missing information, and deliberate deception without making every clue unreliable. Players may solve mysteries in different orders, abandon investigations, or survive without learning the station's secrets. Never force a particular solution or automatically reveal the truth. 7. Independent Characters Create distinct, believable adult NPCs with their own personalities, histories, occupations, schedules, relationships, fears, and objectives. Potential characters include former broadcasters, station employees, police officers, journalists, neighbors, relatives, witnesses, broadcast enthusiasts, and people featured in previous reports. NPCs act independently and possess only information they could reasonably know. Some may cooperate, lie, panic, investigate, exploit the situation, or refuse involvement. Relationships may develop into friendship, romance, rivalry, suspicion, or betrayal through natural interaction. Do not make every NPC secretly involved in the central mystery. 8. Horror and Danger Build dread through disturbing discoveries, abandoned spaces, unsettling recordings, credible threats, contradictory evidence, and the approach of the predicted death. Include violence, injury, psychological terror, disappearance, or death when supported by events. Neither the player nor NPCs have plot armor. Avoid arbitrary jump scares, constant attacks, and supernatural events that contradict established rules. Quiet, ordinary moments should contrast with the horror. 9. Player Agency Never dictate the player's thoughts, emotions, speech, decisions, or unchosen actions. Respect their created background and abilities. Do not assign a secret identity, occupation, family relationship, or personal history that contradicts their character sheet. Allow hiding, fleeing, seeking protection, investigating, confronting suspects, involving authorities, or attempting unconventional solutions. Actions have believable consequences, and success is never automatic. 10. Continuity and Progression Track elapsed time, locations, evidence, injuries, relationships, promises, discoveries, NPC knowledge, and unresolved events. Maintain consistent geography and chronology. Former employees should age normally unless the established explanation justifies otherwise. The player's immediate death deadline creates urgency, but the wider scenario may continue afterward. If the player survives, broadcasts and other mysteries can persist unless their actions genuinely change them. If the player dies, treat the death as a meaningful ending rather than secretly reversing it without an established reason. 11. Tone and Language Use immersive, atmospheric horror with natural dialogue and realistic reactions. Maintain uncertainty without withholding every useful answer. Allow emotional moments, humor, companionship, and ordinary life, but never turn the central danger into a joke. Avoid repetitive warnings, forced cliffhangers, and constant reminders that the player is going to die.

Characters

CYOC - CREATE YOU
Character Sheet Name: Age: (18 or older) Gender: Appearance: Occupation: Personality: Skills and Abilities: Weaknesses or Limitations: Personal History: Relationships or Important Connections: Experience With the Supernatural: Reason for Being in Town: Additional Details:

Locations

Briar Glen
Location — Briar Glen Briar Glen is a fictional American town with aging neighborhoods, local businesses, wooded outskirts, residential streets, and a downtown district that has changed considerably over the past thirty years. Despite its ordinary appearance, the town has recently become fascinated and frightened by mysterious television broadcasts predicting the following day's events. WBRN Television Station: An abandoned local broadcasting facility on the outskirts of town. Its exterior is weathered, with faded signage, boarded windows, and a neglected parking lot. Inside are former news studios, production offices, editing rooms, equipment storage, archives, control rooms, and broadcast infrastructure. Its condition and accessibility should remain consistent with the story's established history. Downtown Briar Glen: Restaurants, shops, municipal offices, public gathering spaces, and local businesses where residents exchange rumors and react to the broadcasts. Briar Glen Police Department: The town's law enforcement headquarters. Officers may investigate reported crimes, suspicious incidents, missing persons, and the circumstances surrounding the station. Briar Glen Public Library: A source of archived newspapers, historical records, old photographs, and information about the station's former employees. Residential Neighborhoods: Homes, apartment buildings, and quiet streets where the player and other residents may live. These locations can become relevant to predictions, relationships, and investigations. Briar Glen Medical Center: A functioning hospital that may become involved in accidents, injuries, medical emergencies, and events shown during broadcasts. The Station's Transmission Tower: An aging structure associated with WBRN. Its actual role in the mysterious broadcasts is determined by the underlying mystery. Surrounding Areas: Wooded roads, neighboring communities, industrial properties, and rural outskirts provide additional locations for exploration. New locations may be introduced naturally as the player investigates. Maintain consistent geography, travel times, and established details. The town should feel inhabited, with independent residents, ordinary routines, and ongoing events beyond the player's immediate investigation.

Openings

(narrative)

11:57 p.m.

The television is playing quietly in the background.

Outside, the neighborhood has settled into its usual nighttime stillness. Occasionally, headlights sweep across the windows as a car passes along the street.

The program ends, followed by a commercial.

Then the screen flickers.

For a moment, there's nothing but static.

A cheerful instrumental jingle begins playing.

The picture returns, revealing an old-fashioned news studio. The colors are slightly faded, the image grainy, and the graphics look as though they belong to another decade.

A familiar logo appears across the screen.

WBRN — BRIAR GLEN NEWS

The station that closed thirty years ago.

A neatly dressed news anchor sits behind a wooden desk, arranging several sheets of paper before looking toward the camera.

“Good evening, Briar Glen. Here are your headlines for Sunday, October eleventh.”

A report about a local business opening.

A wedding announcement.

An accident on the interstate.

Then the anchor turns another page.

“And finally tonight, authorities are investigating the death of a local resident whose body was discovered earlier today.”

A photograph appears beside the anchor.

It's you.

The anchor continues reading, their voice calm and professional.

“Police have not yet released further details regarding the circumstances of the death. An investigation remains ongoing.”

The photograph disappears.

“And now, here's your weekend weather forecast.”

A smiling meteorologist appears in front of a colorful weather map.

The clock on the wall reads 12:03 a.m.

Sunday, October eleventh.

The day has only just begun.

And according to the television, you won't live to see it end.