Seven seconds is how long it takes to reach the ground from the eightieth floor. You will find that out.
ONE HEADSET, EVERYONE PLAYING
Most of the fun is watching, so the person not wearing the headset gets a job. They hold one controller and run the session: send the rider up, end a turn at any moment, even mid fall, and show them the real room instantly if they lock up. A plate on the elevator wall tells them who is up and what to press, and a scoreboard beside it ranks the night: who went furthest, who rang the bell, who made it back. Cast to a TV and the room sees what the rider sees.
A REAL BOARD, NOT A GUESS
Lay any plank, shelf or board on the floor and trace it once. The virtual plank locks onto the real one, so your feet feel two edges that are genuinely there. Every ride starts in your own room: step onto the footprints and the elevator rises out of the floor around you. The board stays put between riders.
PLACES TO FALL FROM
Skyscraper, the classic. Volcano Rim, where the wind gusts, the ground shakes and the plank splits under you. Oil Rig in a storm. And Your Room, where your own floor opens onto the sea.
Ring the bell at the far end and walk back. Almost nobody does it first try.
COMFORT AND CONTROL
A No Fall mode swaps the drop for a gentle reset. Covering your eyes with both hands shows the real room at any moment, no controller needed. Hand tracking works throughout, so the rider never holds anything.
No account. No network. Nothing collected.
| Mixed reality | |
| comfort | ⦾ Intense |
| age rating | 10+ Everyone |
| website | sevensecondsdown.com |
| developer | TEJ Playground |
| publisher | Seven Seconds Down |
| connection | Internet not required |
| input methods | Controllers Hands |
| languages |
English
|