What happens in it
The trailer follows the night in order. It starts calm, with a giraffe and a slow tour of the station. Then the clock runs out and the lights go red. Tap a time to jump there.
- Cold open. A spider on the ceiling, and three words.
- Doorly Orbital from outside: a zoo in orbit around Samhain.
- The calm zoo. A giraffe, the tank, the jungle, the aviary.
- The shift clock: five minutes to log every habitat.
- The meteors arrive.
- Lights out. The animals are loose.
- Something wakes up on the hull.
- Fire is the only thing the spiders fear.
- Run for Pod Bay C.
- Launch, and landfall on Lumen.
- The title, and one last scare.
How it was made
There is no separate trailer build. Every shot comes from the game you can play, running in a browser with nobody holding the controls.
A small script loads the game in headless Chrome, sets the scene for each shot and moves the camera along a path. Then it steps the game forward one twenty-fourth of a second at a time and saves a picture after each step. A slow computer can take twenty seconds to draw one frame. The frames still play back smoothly, because the game only moves when the script tells it to.
The calm half needed almost no help. The breakout was the hard part. In the game, the dark is the point. In a trailer, the dark is just a black screen. The fix was a trailer-only light rig: a key light and a rim light that follow the spiders, plus a little extra sky light. The game itself still plays as dark as it was.
Voice, music and the big cinematic hits were made with ElevenLabs. The footsteps, alarms, stun shots, flares and spider noises come from the game's own sound library. The edit, the titles and the mix were all done in code, with Python and FFmpeg.


