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The Classrooms is a survival horror game that places players in an endlessly shifting environment filled with unknown dangers and eerie architecture. Set in a condemned school building, the game follows the mystery of Robert Chen, who disappeared while searching for his missing sister. Using found-footage style visuals and VHS-like filters, the player experiences the unsettling journey through distorted corridors, repeated rooms, and unnatural spaces. The world constantly changes with each session, offering no consistent layout or pattern, which makes orientation difficult and survival uncertain.

Procedural Design And Exploration

One of the core mechanics in The Classrooms is its procedural generation system. Each playthrough builds a new version of the map, randomly connecting rooms, halls, and objects. This system ensures that no two experiences are alike, and familiar paths from a previous run may not exist again. Items are scattered across the environment in different places, and codex entries help provide scattered context to the world’s strange behavior. This structure rewards careful observation and adaptive thinking, as memorization becomes impossible and unpredictability becomes part of the gameplay.

Entities And Their Behavior

The game introduces multiple entities that occupy the procedural world. Each one behaves differently—some may follow sound, others may react to movement or light. Players must learn how to recognize, avoid, or occasionally use these entities’ patterns to navigate forward. Not all entities are dangerous, but distinguishing between harmless anomalies and active threats takes time. The game provides no tutorials or clear instructions about how these beings function, pushing players to study behavior through trial, error, and survival. These mechanics shift with every game session, meaning that encounters may play out differently even with the same entity.

Tools, Items, And Environmental Interaction

The Classrooms gives players limited tools to survive. An inventory system allows for the collection and use of items such as keys, documents, or equipment pieces that can help unlock doors or understand anomalies. The proximity voice feature is another unique mechanic: making noise through a microphone can attract certain entities, or in some situations, trigger environmental responses. This feature turns the player’s actual voice into a gameplay element, introducing risk and strategy into how loudly or quietly one chooses to act. The game world reacts to these choices, forcing players to think about their real-world behavior during play.

Elements Commonly Found In The Classrooms

  •         Procedural map layout that changes every session
  •         Varied entities with different behavioral rules
  •         Inventory system for managing tools and information
  •         Voice interaction affecting in-game outcomes
  •         Found-footage aesthetic with a horror focus

The Classrooms presents a horror experience shaped by unpredictability, attention to detail, and environmental awareness. Its structure offers a constantly shifting landscape where survival is less about combat and more about understanding the rules of a space that refuses to remain the same. With each run offering new combinations of rooms, items, and threats, players are encouraged to approach every moment carefully and expect the unexpected.

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