Author: Sericant Dark Team

  • Savage Lake brings a mother back to her family cabin to repair it and leave

    Nick Medina’s novel begins with a practical plan to repair and sell a family property.

    Nell Marin wants to dispose of a place, not revisit it. Her estranged father’s death brings her and her teenage son, Oscar, to the family cabin on Torchlight Lake, where they intend to make repairs and arrange a sale. Berkley’s official description of Savage Lake.

    In Nick Medina’s Savage Lake, that limited errand stretches into a much longer stay. According to the publisher’s synopsis, roads crossing Native land are barricaded by the local Tribe. The family’s intended route away from the cabin is no longer available.

    During the extended visit, Oscar hears screams over the water and encounters signs that someone is watching from the trees. He also notices changes in his mother. The questions he needs to answer concern both what is happening around the cabin and what Nell has withheld about her earlier life there.

    The setting is therefore an inherited property with a history divided between generations. Nell remembers what happened; Oscar arrives without the same knowledge. The plot brings that difference into the present as he tries to understand the circumstances that once harmed her.

    Berkley published Savage Lake on October 27, 2026. The publisher lists hardcover, ebook, and audiobook editions; the print and digital text editions run 336 pages. Berkley’s official description of Savage Lake.

  • Connected turns a roadside-assistance call into a search for a killer

    Jason Jenkins’s novel confines its central connection to the voice of a caller and the worker listening to him.

    Katharine Keyes usually helps drivers with problems such as flat tires and dead batteries. In Jason Jenkins’s Connected, a caller named Danny introduces a different emergency: he has killed someone, and he is still driving. Encyclopocalypse’s official synopsis.

    The publisher’s premise puts Kate at the other end of a roadside-assistance connection. Danny’s location is unavailable through the vehicle’s tracking systems. She must work from what she can hear, including the details he discloses and the sounds accompanying the call.

    That arrangement makes the conversation the route through the story. Danny claims his victims deserve what happens to them, while Kate tries to assemble enough information to stop further killings. His explanation is the fictional caller’s justification, not an established account of his victims.

    Connected follows that encounter over a single night. It links the work of listening to an unfolding pursuit, with Kate physically separated from the person whose next movements she needs to understand.

    Encyclopocalypse identifies Connected as Jenkins’s debut novel and lists it among its available releases. The publisher offers paperback and ebook formats. Publisher’s current release listing.

  • In Ten Candles, the remaining light measures how much story is left

    In Ten Candles, the remaining light measures how much story is left

    The tabletop game makes a shrinking circle of candlelight part of its rules and its predetermined ending.

    The characters in Ten Candles do not have an escape route written into the game’s ending. Cavalry Games describes a form of tragic horror in which all the characters die during the final scene. The players begin knowing that destination. Cavalry Games’ official explanation of Ten Candles.

    Ten tea lights provide both illumination and a countdown. As the session progresses toward its last candle, the remaining light marks the approach of the ending. The physical setup makes time visible at the table rather than leaving it entirely to a narrated deadline.

    The story concerns what the characters do before that ending. Its people, setting, and monsters can change between sessions, with a gamemaster selecting a scenario for the group. A predetermined outcome does not determine every event that leads there.

    Cavalry Games describes the format as a single session lasting roughly two to four hours, with one gamemaster and three to five players. It is built around collaborative storytelling rather than an ongoing campaign.

    The candles are consequently more than decoration. They belong to the game’s structure: a limited source of light surrounding people who, within the fiction, have a limited amount of time.

    A much older image gives that diminishing light a historical counterpart. In Pieter Claesz’s Still Life with a Skull and a Writing Quill, painted in 1628, an oil lamp’s wick fades beside a skull and an overturned glass. The Metropolitan Museum of Art identifies these objects as reminders that life is brief. The painting makes mortality visible through objects; Ten Candles makes the loss of light an event shared by the people at the table. The Metropolitan Museum of Art’s collection record.

    A skull, overturned drinking glass, quill, books, and a smoking oil lamp in a brown and gray still life.
    Pieter Claesz, Still Life with a Skull and a Writing Quill, 1628, oil on wood. The Metropolitan Museum of Art, Rogers Fund, 1949. Public domain. Historical artwork illustrating mortality and fading light. Image source.
  • Spooky Tales uses an undead host to connect four separate horror stories

    The anthology moves between ocean hunting, an occult club, a television shoot, and a pizza party.

    The recurring figure in Spooky Tales is its host. An undead presenter guides the anthology, while each of its four episodes changes the people, setting, and kind of danger on screen. The developer’s official Spooky Tales description.

    Two stories begin with an encounter that disrupts an established activity. Rineko places a new student in an occult club; Pepperoni Johnson turns a teenage pizza gathering into a home invasion. Their shared starting point is a group whose ordinary arrangement becomes unsafe.

    The other pair send characters looking for something. The Abyss-Borne takes a harpoon-equipped hunter to a coastal village and its surrounding waters. Golly Soda Pop follows a television ghost-hunting crew into a disused drinks factory, where the pursuit of footage becomes an encounter with a threat.

    The developer describes a narrative anthology with interactive mini-games and graphics recalling the original PlayStation era. That common presentation lets the collection change horror traditions between episodes: maritime pulp, Japanese body horror, found footage, and a domestic slasher scenario share a host without sharing one plot. The developer’s official Spooky Tales description.

  • Deathwish gives its human monster hunters an old bar as a base for investigation

    The safe house connects equipment, companions, and the information gathered before a confrontation.

    The fight in Hunter: The Reckoning – Deathwish starts before the monster appears. An old New York bar serves as a safe house where the player organizes equipment, gathers resources, and prepares for investigations. Nacon and Teyon’s official game description.

    The protagonist is human. Character creation includes appearance, merits, and flaws, but the setting’s vampires and werewolves possess physical advantages the hunter does not. Information about a particular target therefore forms part of the preparation, alongside weapons and tools.

    That work can involve infiltration, surveillance, or hacking. The publisher also describes consequences beyond the immediate hunt: conspicuous actions may bring police attention or draw other organizations into the situation.

    The bar changes as the story proceeds and other hunters join the protagonist. Companions have their own histories and motives, and relationships formed between missions affect whom the player takes into danger. The base is consequently both a storage space and a meeting place.

    Teyon develops the action roleplaying game for publisher Nacon, within the World of Darkness setting. Its project page lists a planned summer 2027 release. Teyon’s project page.

  • ANOMALITH sends Reona back into altered places to find her missing friend

    ANOMALITH sends Reona back into altered places to find her missing friend

    A shopping trip separates two friends and turns one survivor into a government-backed Diver.

    Reona Minazuki is searching for one person inside a much larger mystery. In ANOMALITH, the seventeen-year-old and her friend Arisa Kato are separated when the shopping mall they are visiting becomes an Anomaly Zone. ANOMALITH’s official story and character descriptions.

    Illustrated ANOMALITH characters, including a central character holding a weapon, against a red and dark city backdrop.
    ANOMALITH key art supplied with FURYU’s press release. © FURYU CORPORATION. Image source.

    Reona survives. Arisa’s location remains unknown. To look for her, Reona becomes a Diver with the Anomaly Zone Countermeasures Office, an organization backed by the government. Her return to these spaces is voluntary, driven by the disappearance rather than an assignment alone.

    The office supplies a wider framework around that personal search. Operator Yuiga Koda supports the dives, while research chief Imari Fushimi develops equipment from anomalous objects. Its founder, Kyoka Sudo, has her own experience of escaping a zone.

    The official premise connects three unresolved matters: where Arisa went, why these zones exist, and the power that awakens in Reona during a dive. A missing friend gives the journey a specific destination even while the environments—and the means of surviving them—remain unfamiliar. ANOMALITH’s official story and character descriptions.