PIXEL PROMO HORROR LAB

TEST THE IDEA
BEFORE THE PROJECT BEGINS.

Saying “sounds interesting” on a survey is not the same as walking into a world and spending time there. PIXEL PROMO HORROR LAB turns your concept into a short playable experience and releases it worldwide, building the evidence you need from how people actually behave.

  • 265,425hours played
  • 87countries & territories
  • 51.7%outside Japan
  1. IDEA
  2. PROTOTYPE
  3. RELEASE
  4. MEASURE
  5. DECIDE

GLOBAL VALIDATION PLATFORM

The testing is already under way.

265,425

HOURS PLAYED

Total hours played

About 30.3 years of time, spent by players worldwide

733,812

PLAYS

Total plays

87

COUNTRIES & TERRITORIES

Countries and territories played in

51.7%

OUTSIDE JAPAN

Playtime from outside Japan

23,877,965

IMPRESSIONS

Total impressions

The Epic Games Creator Portal “active playtime” view: a line chart segmented by country, with Japan, the United States and Saudi Arabia leading.
Read the world by what it does,
not by how it feels.

Scroll sideways to see the whole screen.

The Epic Games Creator Portal dashboard — active playtime segmented by country and territory, 5–31 August 2026. Note this period differs from the totals above. Open at full size

Epic Games Creator Analytics · all 7 live titles · 2026-05-30 to 2026-08-26 · captured 2026-08-28

WHAT CAN WE TEST?

What can we actually find out about your concept?

INTEREST

How many people were drawn in by the title and the image.

DROP-OFF

Where they left — within two, five or ten minutes.

CHOICE

Which characters, actions, storylines and endings were chosen.

REGION

Which countries and regions responded most strongly.

RETURN

Whether the people who played once came back.

These are playable concept tests based on the behaviour of Fortnite players. They do not forecast total market demand or revenue.

TESTING DIFFERENT WORLDS

Which world, where, and for how long.

CLOSED WARD 713 — the ward at night
HOSPITAL
ACCIDENT PROPERTY 2:33 AM — the courtyard of an old apartment block
APARTMENT
CALL HER NAME — the infirmary of a closed-down school
SCHOOL

A hospital, a school, a stigmatised flat, a Japanese house. Even within horror, the setting, the cast, the presence and the story change how people respond.

We release the work worldwide and accumulate which elements held which regions, and for how long.

FROM IDEA TO DECISION

Take the boardroom hypothesis, and test it on the world.

IDEA → PROTOTYPE → RELEASE → MEASURE → DECIDE

  1. 01 1–2 weeks

    IDEA

    We work out, with you, the hypothesis worth testing — what you would need to see in order to decide.

    Briefs, character sketches, world studies

  2. 02 1–2 months

    PROTOTYPE

    We turn part of the concept into a five to fifteen minute experience. Not the whole thing — only the part you need to test.

    UEFN editor, space building, in-game views

  3. 03 Same day

    RELEASE

    Through Fortnite, the experience becomes available worldwide. From day one, 87 countries and territories are in scope.

    The live experience, players, the map

  4. 04 2–4 weeks

    MEASURE

    We gather playtime, drop-off, choices, return visits and regional response. The data starts arriving the next day.

    Creator Portal analytics, charts, heatmaps

  5. 05 On delivery

    DECIDE

    We read the results and hand you what you need to proceed, revise or stop. It will not always say “go”.

    Comparison report, the decision, an IP roadmap

We run these five steps for every title. We have built around thirty of them in two years — better than one a month, released and measured. 7 are live today. Deciding not to continue is also a result.

CASE STUDY 01

Which of them did players believe?

CLOSED WARD 713

CLOSED WARD 713 — Mina, the girl in room 709
MINA
CLOSED WARD 713 — the coat and the gown, the first choice
CLOSED WARD 713 — Kiritani, the head nurse
KIRITANI

In CLOSED WARD 713, players hear both Mina and Kiritani, and the story turns on which of them they believe.

From the choices made, how far they got, where they left and whether they replayed, we can read which character and which turn people responded to.

Playtime

DATA ANALYSIS IN PROGRESS

Countries

DATA ANALYSIS IN PROGRESS

Character chosen

DATA ANALYSIS IN PROGRESS

Endings reached

DATA ANALYSIS IN PROGRESS

Drop-off points

DATA ANALYSIS IN PROGRESS

Replays

DATA ANALYSIS IN PROGRESS

Per-title behavioural data is still being aggregated. Measured figures will appear here once they are ready.

CHARACTER RESPONSE

Which character was chosen, believed and remembered.

CLOSED WARD 713 — Mina
MINA CLOSED WARD 713
CLOSED WARD 713 — Kiritani
KIRITANI CLOSED WARD 713
ACCIDENT PROPERTY 2:33 AM — Reina Fujii
REINA ACCIDENT PROPERTY 2:33 AM
ACCIDENT PROPERTY 2:33 AM — the caretaker
THE CARETAKER ACCIDENT PROPERTY 2:33 AM
CALL HER NAME — Sakura
SAKURA CALL HER NAME
  • Who did they walk towards?
  • Whose word did they believe?
  • Who did they keep talking to?
  • Who got talked about afterwards?

You cannot judge a character by looking at the design.

We place characters inside a world people can actually enter, and read their potential as IP from how players behave around them.

WHAT THE DATA TOLD US

The data rewrote our assumptions.

Neither of these was predicted at the planning stage. They are cases where the data corrected us.

FINDING 01

People abroad are reading the story, not just reacting to it.

21.7 min

Average session — too long for jump scares alone

Our titles keep their Japanese voice acting and localise the text. Players around the world hear Japanese and read the story in their own language.

The average session is 21.7 minutes. Horror that only startles you wears off in a few minutes. Twenty minutes in a seat means somebody is reading.

Saudi Arabia is our third market by playtime (12,341 hours), ahead of France, Germany and the UK — and we have never planned a title for the Middle East. The story reached them anyway.

Japanese story-driven horror travels, as long as it is translated. That is what the data says.

Source: Epic Games Creator Analytics. Captured 2026-08-28.

FINDING 02

No deal was made. The world found it anyway.

1.62M views

Organic playthrough

Windah Basudara, an Indonesian YouTuber, played ACCIDENT PROPERTY 2:33 AM for an hour and the video reached 1.62M views (2026-03-28).

This was not a sponsorship. We never approached him. He found it himself.

These are not numbers bought with ad spend — they are a creator abroad choosing the work. We read that as proof the testing environment works.

Source: YouTube video page. Captured 2026-08-28.

OUR SERVICES

From testing a concept to growing an IP.

  1. 01

    CONCEPT DEVELOPMENT

    Hypothesis design for your concept, world, characters and the value of the experience.

  2. 02

    PLAYABLE PROTOTYPE

    Building the part you need to test as a short playable experience.

  3. 03

    GLOBAL EXPERIENCE TEST

    Worldwide release through Fortnite, and testing how users respond.

  4. 04

    BEHAVIOR ANALYSIS

    Analysis of playtime, drop-off, choices, retention and regional response.

  5. 05

    IP DEVELOPMENT REPORT

    Interpreting the results, and a written proposal for revision and next steps.

  6. 06

    UEFN GAME DEVELOPMENT

    UEFN game development built around your IP, brand, venue or product.

  7. 07

    FORTNITE EXPERIENCE

    Designing your brand, venue or product as a playable experience inside Fortnite — including how players move through the island and how long they stay.

  8. 08

    BRAND COLLABORATION

    Joint projects between the PIXEL PROMO horror worlds and your brand, woven in without breaking the world.

  9. 09

    IP COLLABORATION

    Turning the characters and worlds of an existing IP into a horror experience, translated into something playable while respecting the source.

  10. 10

    VIRTUAL SPACE DESIGN

    Immersive virtual spaces, drawn from our background in architecture and spatial design.

WHY PARTNER WITH PIXEL PROMO?

Validate worldwide before you commit.

In conventional IP development you cannot really read the market until the thing is finished and on sale.

We put part of the concept in front of the world as something people can play. Beyond survey answers, the evidence comes from what users actually did — clicked, entered, chose, left, and came back to.

  • A release platform reaching 87 countries and territories
  • A free way in — no purchase required to take part
  • Behavioural testing through playtime and drop-off
  • Response compared country by country
  • Choice data on characters and storylines
  • Immersive spaces built on architectural design experience
  • Proposals for publishing, film, merchandise and events

Test it on the world.
Learn from behaviour.
Decide what comes next.

PIXEL PROMO HORROR LAB is a playable concept test centred on the behaviour of Fortnite players. It does not forecast total market demand or revenue, and it does not identify IP that is guaranteed to succeed. It builds evidence, from real behaviour, for deciding whether to proceed.

HOW TO START

From first contact to results.

The first message does not lead straight to a quote. We start by working out what you want to find out. Nothing is billed until you have agreed to the plan.

  1. 01

    Get in touch

    Your concept does not need to be finished. “We want to know whether this travels” or “we are unsure whether to proceed” is a fine place to start.

    What you need: nothing

  2. 02

    First conversation (no charge)

    We put into words what you actually want to find out — and tell you if it is a question testing can answer, or if the concept is not suited to it at all.

    What you need: an outline of the concept, verbally is fine

  3. 03

    Proposal and quote

    We present the test design, the timeline and the cost. Nothing is billed up to this point, and you can decline here without obligation.

    Nothing is billed before this point

  4. 04

    Build, release, measure

    We turn it into a short experience, release it worldwide and collect the data — sharing the numbers with you as they come in.

  5. 05

    Report and decision

    You receive the numbers and what we read in them. It will not always say “go”. If we read it as a reason to stop, we will say so.