5.5

Escape the Field

Six strangers suddenly awaken in a remote, endless cornfield. Stripped of their possessions, they are left with only six items: a gun with a single bullet, matches, a lantern, a knife, a compass, and a flask of water. As mysterious sirens blare in the distance and traps appear at every turn, the group realizes it’s been plunged into a cat-and-mouse game with an unseen evil, and survival depends upon solving a diabolical and deadly puzzle.
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