The Classrooms

5/5

The Classrooms is a first-person horror game built around exploration and unpredictability. The player steps into the role of Robert Chen, who enters an abandoned school building to search for his missing sister. Each playthrough generates new layouts of rooms and corridors, so no two runs are the same. The player records everything through a VHS camera, which functions as both the viewing tool and a device to capture evidence. The shifting design and limited visibility keep the experience focused on survival through awareness and caution.

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The Classrooms is a first-person horror game built around exploration and unpredictability. The player steps into the role of Robert Chen, who enters an abandoned school building to search for his missing sister. Each playthrough generates new layouts of rooms and corridors, so no two runs are the same. The player records everything through a VHS camera, which functions as both the viewing tool and a device to capture evidence. The shifting design and limited visibility keep the experience focused on survival through awareness and caution.

Core Gameplay

Movement through the building requires attention to sound, light, and visual cues. Rooms may appear familiar at first but quickly shift into unexpected spaces. Some anomalies are harmless, while others can end a run if not avoided. The player has no combat mechanics, so success depends on observation, patience, and timing. The VHS camera provides feedback through static and distortion when anomalies are nearby, giving the player subtle warnings.

Key systems of The Classrooms include:

·         procedural generation of rooms and hallways

·         VHS camera as both viewing lens and evidence recorder

·         anomalies that may be dangerous or benign

·         environmental clues such as sounds, flickers, and distortions

·         multiple room types like bathrooms, pool areas, or libraries

These mechanics create an atmosphere where every decision carries weight, since the player never knows what lies behind the next door.

Progression and Structure

The game is organized into levels that unlock as exploration continues. Some levels use descriptive names like Bathrooms or Poolrooms, while others are defined by thematic shifts. Progress comes from finding exits, recording anomalies, and piecing together fragments of the story. Because each level is procedurally generated, repetition never feels identical, and the player must adapt strategies based on what the game generates in each session.

Visuals and Sound

The Classrooms uses a VHS-style visual filter that adds grain, static, and distortion. This presentation reinforces the feeling of found footage while also limiting clarity, making it harder to spot anomalies. Audio design plays an equally important role: footsteps, faint whispers, or sudden silence can signal upcoming danger. With only minimal interaction options such as walking, hiding, or recording, the player is pushed to rely on careful listening and visual observation.

Core Purpose

The purpose of The Classrooms is to immerse the player in an environment where survival depends on perception and adaptability. Instead of scripted scares, the game uses procedural systems to ensure unpredictability. Success is defined by reaching an exit and by how much the player learns from anomalies and recordings. The experience emphasizes discovery, tension, and endurance, making every session a test of awareness inside a shifting and unstable environment.