Rex Infernum Removes Safe Zones—Even Save Rooms No Longer Protect You

Safe Rooms Aren’t Safe Anymore
Rex Infernum, developed by Bay Riffer, keeps raising the stakes for horror fans. A recent video reveal shows a chilling twist: enemies can now drag players right out of the save room. What was once a sanctuary no longer guarantees safety.
When Safe Rooms Become Death Traps
The clip features the protagonist, Sister Camilla Gardner, being violently pulled from the safe room by an enemy wielding a chainsaw. This mechanic seems born from a design philosophy that rejects the idea of hiding in a save room and shooting freely. Even the most trusted hideouts now carry peril.
Increasing Tension and Uncertainty
With this new feature, Rex Infernum challenges traditional survival horror norms. Players must stay alert and can’t relax even in rooms previously considered secure. It raises the question of which enemies have this power and under what conditions. Those details are still under wraps, but anticipation is high.
A Fresh Take on Horror Design
This mechanic sets Rex Infernum apart. It forces players to rethink strategies, raising tension at every turn. Expect no breathing room, just an ever-present sense of danger—even where you’ve paused to catch your breath.
Final Thought
Turning safe rooms into new threats is a bold move that redefines what survival horror can be. Rex Infernum’s refusal to offer comfort—even in “safe” zones—ensures every moment is tense. It’s a testament to inventive design that keeps players truly on edge, capturing the essence of fear more effectively than any traditional scare tactic.
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