T.J.
Isabelle
When a haunted 90's video game resurfaces in the present, Scott and his friends must figure out how to stop the game from a vicious real-life killing spree without they themselves facing Game Over.
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Frikke, a 14-year-old boy, discovers a sinister computer game that uses real children from his neighbourhood as players. In a race against time Frikke must find the evil creator of this horrible game.
Troubled high school senior Isaac suffers from visions of malevolent spirits whose hauntings intensify amidst an onslaught of bullying and familial tragedy, pushing him to discover a capacity for violence he never knew he possessed.
Nora and Harper return to their hometown to investigate the disappearance of a childhood friend. While interviewing old acquaintances, they discover that their questions are unwelcome, and soon their search takes a dark turn.
After a young man is separated from his friends in the woods, he falls into a ten-foot deep pit of spikes, impaling him through his leg and leaving him trapped. He quickly learns that his fall was not an accident.
Four participants playtest a virtual reality game that is still under development. The game uses AI simulated NPCs and system dynamics to generate a world with features not created by the developers, and perhaps beyond human understanding.
Single mother Carla Moran is raped and attacked by an invisible force. She begins therapy with Dr. Phil Sneiderman, a psychiatrist who believes Carla's traumatic past is motivating her to commit self-induced injuries, rather than anything supernatural.
Upon realizing that something truly evil haunts his home, Steve Freeling calls in a team of parapsychologists to help before it's too late.
A master occultist revives her recently deceased father in order to take care of some unfinished business. But shortcuts in the resurrection process result in his needing to accomplish more than merely his own objectives.
William Brown, a neurotic, self-absorbed musician determined to finish his prog-rock magnum opus, faces a creative roadblock in the form of a noisy and grotesque neighbor named Vlad. Finally working up the nerve to demand that Vlad keep it down, William inadvertently decapitates him. But, while attempting to cover up one murder, William’s accidental reign of terror causes victims to pile up and become undead corpses who torment and create more bloody detours on his road to prog-rock Valhalla.
A naïve young boy unknowingly becomes the pawn of a serial killer.
Once an architect, Frank Bannister now passes himself off as an exorcist of evil spirits. To bolster his facade, he claims his "special" gift is the result of a car accident that killed his wife. But what he does not count on is more people dying in the small town where he lives. As he tries to piece together the supernatural mystery of these killings, he falls in love with the wife of one of the victims and deals with a crazy FBI agent.
An engaged couple returns to the groom's ancestral home after his aunt's death. But a ghostly bride who hides a dark family secret threatens their peace.
A man who suspects his wife is cheating on him begins having nightmarish visions of an evil presence that he believes inhabits his house.
When a brutal killer gets a noise complaint from Senora Fernandez, will he be able to keep his brutal tendencies from bubbling to the surface?
After two college students vanish, a detective uncovers a decades old mystery involving a strange farmhouse in a forgotten town.
George Lutz, his wife Kathy, and their three children have just moved into a beautiful, and improbably cheap, Victorian mansion nestled in the sleepy coastal town of Amityville, Long Island. However, their dream home is concealing a horrific past and soon each member of the Lutz family is plagued with increasingly strange and violent visions and impulses.
Henry runs away from an abusive home with his imaginary best friend, Ebb. The journey tests their friendship, as well as Henry’s inner 'need' for Ebb as Ebb’s control and manipulation over Henry intensifies.
Debbie goes to Hell after committing suicide. Once there, she finds herself in the middle of a power struggle. The Devil asks her to get his horns back so that he can regain control of his realm.
Friends become increasingly addicted to a video game that has an evil agenda.