Phone Booth is a presence-driven VR experience inspired by the classic “one man, one phone, one killer” nightmare — reimagined as a live psychological game. You are trapped in a glass box on a rainy city street. The receiver is your lifeline and your cage. On the other end of the line is an adaptive AI Director that listens to what you say, watches what you do, and turns the night against you. Crowds gather. Police arrive. News vans roll in. Your only weapons are your voice, your nerves, and whatever you notice through the glass.
Most VR games give you a gun.
This one gives you a phone — and a reason never to put it down.
You don’t win by combat. You survive by conversation, observation, and psychological endurance while the world outside the booth becomes a circus of fear, media, and authority — and the voice in your ear never stops testing you.
You are the center of a live public incident.
- Late night. Dense downtown. Rain on the glass.
- A public phone rings for you.
- An unseen caller claims to have you in their sights.
- Leave the booth… and you die.
- Stay… and every word, every glance, every hesitation becomes a game of control.
Feel the red laser on your chest. Hear the rifle cock. Watch strangers film you with their phones while police shout for you to hang up and step out. Who do you trust — the law, the crowd, or the voice that says it owns the night?
“Isn’t it interesting? A phone rings and everyone instinctively picks it up — knowing full well it’s not for them.”
A stranger calls. The phone rings.
Whoever is on the line already knows where you are. Already knows what you’re wearing. And informs you of the problem you face if you try to hang up.
Don’t go anywhere.
They’ll call back.
Presence that traps you
Physically pick up the receiver. Hold it to your ear. Wipe rain from the glass. Duck below the window line. Peek into the street. The environment isn’t a 2D scene — it’s a cage you inhabit with your body. You’re a hostage in virtual reality.
A voice that listens
Real-time speech interaction powered by speech-to-text (STT) and text-to-speech (TTS). You talk into your mic; the AI Sniper talks back. The AI Director reacts to your words, your lies, your silence, and your defiance. It interrupts. It remembers. You should never feel fully safe on the line.
The city becomes the pressure
Bystanders gather. Someone starts recording. Sirens. Barricades. Negotiators. News crews. You become a viral incident in real time — and the caller uses every pair of eyes outside to break you.
Psychological uncertainty
Is the sniper real? How much can they actually see? Are the police helping — or walking into a trap? Ambiguity is the horror. Clarity is a luxury you do not have.
Multiple ways the night can end
Obey. Escape. Trust the police. Expose the truth. Force a confrontation. Survive as a hero, a suspect, or a ghost in the chaos. Your choices — and your performance under pressure — shape the outcome.
~20–30 minutes of rising dread in a single, unforgettable scene — designed to prove that a confined-space VR thriller can own your full attention.
| You do… | The night does… |
|---|
| Answer the call and speak honestly — or lie | The AI Director evaluates obedience, hesitation, and confidence |
| Observe rooftops, crowd behavior, laser dots | Proof of surveillance (or the illusion of it) escalates |
| Follow orders, negotiate, or resist | Social and lethal consequences unfold outside the booth |
| Manage police, media, and bystanders | The public incident spirals into chaos as the night goes on |
| Make a final choice under maximum pressure | One of multiple endings closes your night |
Perfect for players who love
- Psychological horror and cat-and-mouse thrillers
- Immersive sim / “what would you do?” pressure
- Voice interaction and experimental VR
- Films and games like Phone Booth — intimacy + intensity, social tension, narrative horror
- Experiences where the scariest thing is being watched
Not primarily for
- Pure action / combat VR shooters
- Long open-world exploration first
- Casual cozy vibes
- Development diariesSee how the AI Director learns to hunt you
- Exclusive concept art & audio teasesFeel the tone before launch
- Playtest invitationsGet inside the booth early
- Launch & wishlist alertsNever miss the night the phone rings for real
- Behind-the-scenes systems talkHow voice, presence, and pressure are built
VR thriller: trapped in a phone booth, an AI sniper on the line. Speak, observe, survive as the city turns into a public nightmare.
Stay on the line. We'll call when there's news.
How do I interact with the AI Director?
You speak into your microphone. The game uses speech-to-text (STT) to understand what you say and text-to-speech (TTS) so the AI Sniper talks back in real time. You’re not picking dialogue menus — you’re actually talking with the voice on the line.
Is this a horror game?
It’s a psychological thriller. Expect dread, social panic, and verbal intimidation more than jump-scare gore.
Do I need a mic?
Yes. Voice interaction is core. Speech-to-text captures what you say into the call; text-to-speech delivers the AI Director’s replies so it feels like a live conversation with the sniper on the other end.
How long is a play session?
The vertical-slice experience targets roughly 20–30 minutes of continuous tension — short enough to devastate, long enough to own your nerves.
Is it multiplayer?
No. This is a solitary nightmare. Just you, the glass, and the voice.
What platforms?
Planned for Meta Quest 3 and PCVR / SteamVR. Wishlist and newsletter for platform confirmations.
Is the sniper real?
That’s the question you’ll spend the whole night asking.
RedScar EntertainmentLocated in New York. RedScar Entertainment is a one-man independent game studio
New York · Est. 2014