• Lore as System — Safe Haven

    Lore as System — Institutional Failure and Behavioral Engineering Lore Is Not Story. It Is Infrastructure. Most players expect lore to answer: “Who are the monsters?”“What happened to the factory?”“Why is everything scary?” This is fandom thinking. Safe Haven rejects narrative as entertainment.Lore is not a history book.Lore is an operations manual written in blood….

  • Poppy Playtime Chapter 4 Navigation

    Safe Routes & Navigation — Spatial Neutrality and Route Discipline Maps Do Not Have “Paths,” They Have Biases Most players treat levels like mazes: Safe Haven does not accept this logic. Routes are not “directions.”They are behavioral contracts. When you walk a corridor,you are telling the facility: “This is the outcome I want.” When you…

  • Poppy Playtime Chapter 4 Hazards & Environment

    Hazards & Environment — Geometry, Chokepoints, and Forced Resolution The Facility Is Not a Map Safe Haven does not operate like a “level.”It functions like a pressure organism: walls, angles, vents, and shafts are not neutral corridors — they are directional constraints created to accelerate your failure. The environment is an instrument of aggression.Entities do…