Richard, thanks for coming down and playing all three games. I want to push back on a few things, respectfully.
On the horror itself, you're right that this isn't European actor-driven horror, and it was never going to be. Waivers in the US run multiple pages for a reason, and this game already pushes pretty close to the line of what we can legally do here. That's a real constraint, not an excuse, and it shapes what American horror rooms can be.
On the setting, the room is inspired by Hang Son Doong in Vietnam, a cave system with collapsed ceiling sections that let sunlight in and allow jungle, wildlife, and even an underground river to exist inside it. That's where the grass comes from. Cannibals living in catacombs requires more imagination than the foliage does.
On the actor, the mask is a custom silicone piece from Immortal Masks in Hollywood, the studio that builds for major film productions. It's not a wig, and I'd encourage anyone curious to look closely next time.
On fog and atmospheric effects, our smoke detectors are county mandated optical units that trigger on any particulate, which rules out fog machines in most of our rooms. After the Koszalin fire in Poland, the city has been unwilling to revisit that. It's a real limitation we work around.
On the build, Cannibals took over a year and a much larger budget than the other two rooms. I'm glad Locker Room and Dog Days landed for you. Cannibals is a different kind of game with different goals, and it won't be every player's favorite. That's fair.
Appreciate the detailed feedback, even the parts I disagree with.