As a Moments subpage, all spoilers are unmarked as per policy. You Have Been Warned.
- From the first game, the player's screams of agony as the full moon arrives and turns them into a werewolf. This is often followed by a gruesome description of a bad end if you failed to take all the necessary precautions.
- In all but the "A Calm Night" ending, several villagers are ripped to pieces and eaten while still alive by the Werewolf. In those where he was weakened beforehand, at least one villager gets bitten but survives. It's heavily implied that he doesn't know about the effects of the werewolf bite, and considering that the Werewolf cannot fully restrain himself without the weakening poison he ingests, it's almost certain there's going to be a wholesale bloodbath the next full moon when the villager transforms.
- From the second game, all of the descriptions of the bad ends. If you can't keep back all the zombies — or if, even worse, you accidentally run out of time while in the middle of constructing your defence — then they'll pile on you and tear you apart, piece by piece. Sometimes you might neglect to Mercy Kill Bill and he'll also turn and try to kill the player.
- You can also have this intentionally happen to Jeremy and Father Bernard by enlisting their help to fortify the base, then crippling them and setting them out in the pit trap as live bait. The narration notes that you'll never forget their screams, even calling you worse than the undead for your sheer callousness.
- There is an option to kill Bill with the axe while he is conscious. Bill obviously freaks out and begs for a more humane death, but you can simply ignore it.
- The atmosphere of the third game is dramatically more tense than in the previous two; the ship is a mess as a result of what happened, with some rooms completely dark due to the lights going out. Add to that the fact that your murdered coworkers are lying slumped around the place, some of them bludgeoned and some stabbed by an unknown assailant. This game also includes small occasional Jump Scares such as a huge eye replacing the backdrop of space in one of the windows or a bloodstained spacesuit standing in the airlock (implied to be hallucinations caused by your infection with the crystal).
- The security feeds add to the tension as you continue to explore, and you watch as unknown person in a helmeted spacesuit murders all of your coworkers one by one. One of the feeds cuts out and when it abruptly cuts back in, the suit's pitch black faceplate is inches away from the screen — as if looking at you.
- Also from the third game, the moment when you finally enter the bunk room after having watched all the security feeds and step into a dark room, where you see the dark outline of a space helmet. There's one terrifying moment when you think you'll be murdered next, at least until you turn on the light and inspect the suit - only to find that it's empty. This leads directly into another terrifying realization: you were the one murdering everyone. Cue a sick, wet coughing sound and a bright blue crystal dropping into your character's hand. You're infected.
- The crystal itself is utterly nightmarish. It reproduces by essentially pretending to be a harmless but scientifically curious crystal to goad people into handling it, then hijacks the unwitting victim's body and manipulates them into murdering everyone they can find once they go to sleep, all while slowly feeding on their soft tissues to reproduce until the crystals shred the host's body apart from the inside-out. Oh, and it's implied that it's intelligent and even capable of strategizing, considering how it sends out a distress call to lure in a new batch of hosts before sabotaging the ship's vital systems and trying to dispose of the protagonist in the airlock.
- The Escape Pod ending ends with the rescue party arriving and rescuing the player from the derelict Horizon... only for all contact to be lost with the rescue ship shortly after they picked up your pod note . The crystal's still out there, and the Horizon incident is almost certain to repeat at its hands, all because you were either too slow or too cowardly to solve the mystery behind the Horizon's murders.
- In a way, the fact that there is no way to survive. Your only choices are to blow yourself up with the crystal or escape to infect others. It's a sobering reminder after the potential Golden Endings of everyone surviving in 1 and 2 that sometimes, there is no happy ending.
- The fact that the fourth game is set in a wasteland where you can't escape from.
- One death seen quickly in the trailer is the protagonist being torn apart by many bugs. Hope you don't suffer from entomophobia!
- Now that the game's released, we have a whole slew of deaths to choose from. Featuring, but not limited to getting eaten alive by giant spiders, getting fried by toxic gas, burning to a crisp via heat wave, freezing to death, getting burned and electrocuted by an acid rain thunderstorm, getting mowed down by a violent gang and, of course, the moon crashing into the planet. And that's not even getting into the non-standard game overs!
- Special mention should go to the spider hazard. If you fail to prepare your shelter enough to at least beat the death threshold, you're given a description of the spiders injecting you with a paralyzing venom, then eating you alive as you're slowly digested from the inside-out - all while remaining fully conscious.
- In the final stretch where David rushes back to the console to re-route the power before the Moon crashes into the Earth, if you wait long enough, you will start to see the bodies of Earth's remaining survivors violently being flung into orbit; a lot of them have been dismembered. Thankfully, the game never goes further than that if you continue to wait, but it gives you a bit more of an idea of the devastation that's unfolding.
- While it's not shown, talking with Sarge will reveal the reason why he abandoned the military; he was supposed to keep a whole stadium of people safe from the disaster, only to have the ground itself split apart and swallow everyone in what he describes as "hellfire". His own son was trampled to death as the survivors stampeded out. It was then that Sarge decided to take what remained of his squad and go AWOL.
- We finally get to see what happens when the shadow beasts from Deep Sleep get their hands on you. It seems that you get the pleasant experience of feeling multiple versions of your death all at the same time as they possess your body. We also get an explanation what they are, sorta. In addition to being people whose bodies were possessed, they are also coma patients and outer-dimension travellers that are trying to regain a body in another universe. However, what isn't explained is how they find you (though it's implied that transferring your mind between universes draws them to you). There are still a lot of questions about the dream world that isn't answered.
- From the documents strewn about the Sidereal Plexus office you can realize how horrifying the extent of their plans is: they are trying to synthesize more of what is all but stated to be the parasitic crystals from the third game (which are implied to be the power source of many of their products, and the means by which they can travel between dimensions). Said synthesis has a tiny chance of success, and a much bigger chance to send the moon and the planet to hell. Sidereal Plexus is all too willing to risk the annihilation of as many alternative Earths as it takes to get more crystals, each time evacuating their vital personnel when things go south.
- The Sidereal Plexus website has a list of "off-limits worlds". It casually mentions that there are at least thirty-two worlds in which the "Lunar Incident" has happened, with their staff estimating that the real number is much higher. And what do they have to show for all this? A 7% increase in the already-low chance of success for the experiment note . Sidereal Plexus has a bodycount in the tens of billions at minimum and shows no signs of slowing down whatsoever.
- Speaking of which, the same list mentions that dimension-travelling personnel are seeing increasingly large numbers of "Shadow People" with dramatically increasing frequency. They do nothing but watch the travelling personnel, with many reporting that they seemed to be "waiting for something". Creepy on its own, this is made exponentially more scary by the final report - an undated, heavily redacted warning that some unknown group (all but stated to be the Shadows from Deep Sleep) in the Dream Realm are becoming "angry". What the hell are they waiting for? And what does the Shadow People becoming "angry" imply?