Act I — Arrival
CALM → UNEASE · YOU CAUSE WHAT FOLLOWSSam reaches the clearing at night; the car dies on arrival. The cabin is lit and empty. Inside, a guided chain of small discoveries — the candle, the unslept bed, and on the bookshelf a journal, its strap cut — establishes Eli, Marta's warnings, and the recording. The journal's last line does the damage:
“Marta says the words only work in one direction. I think she's just old. Tomorrow I'll play it back and prove it's nothing.”
Then the radio, under the back window. Its prompt reads PLAY. The game waits — there is nothing else left to do, and that design is the act's whole argument: the horror does not happen to Sam. Sam presses the button.
Static resolves into a slow, wrong cadence. Every light dies. The door slams. Two figures stand at the tree line where no one stood a moment ago.