Vampires have just made themselves public! Now a group of documentarians have been granted access to spend some time with them and learn how they live and coexist with humans. But as reality sets in, the crew realize they are in for far more than they bargained for.
A graduate student, who is trying to finish the last of her research on a book project that she hopes will help her down-on-her-luck mother, brings friends to a house with a dark past, where they soon unwittingly summon an evil entity who makes the house part of its game…
Four friends are lost on a road trip, finding the house of a hidden cult that worships a being named Manos. They are led by the Master and his loyal servant, Torgo.
An Armenian-American journalist turns into an unwilling ghost hunter while researching the sudden deaths in her family and their connection to a paranormal mystery.
The e-DEMON recording is a wakeup call to understand the truth of what’s happening to our world ever since the e-DEMON was released from its prison. Witness that first night of demonic possession as it turns a group of friends against each other. As growing numbers of people get possessed, knowing who to trust is the key to survival.
A thief makes a disturbing discovery in the house where he breaks in. Later, when he returns to the same house with his partner in crime, things are no longer how he expected.
Following an end-of-term school ceremony, the American boy Bobby decides to go with his friend Akkun into the mountains outside their village, to a place perfect for a secret base. On the way they stop into a mysterious amusement park. They have fun there, but are attacked and cannot leave. Falling in with some other children who are also lost there, they fend off a number of attacks, and gradually learn the truth behind the facility.
A family invites a stranger over for dinner and to participate in family game night. The stranger quickly learns this is a game he has never played before.
A group of young filmmakers are attending a Film Festival in Wales. They come across an abandoned church, and hear music coming from inside. After some goading and teasing, the entire group decides to return to the church in order to solve the mystery. Complications arise, however, when one by one members of the group start to disappear. Only the footage remains to tell their tale.
Alone, and targeted on an isolated farm, 12 year old Henry finds himself at the center of a maelstrom of terror, and a dark family legacy, when his secretive grandfather dies suddenly in the night.
The precocious and fiercely independent Aima tells her babysitter that the Witch they created in a game of make-believe will never stop chasing them. While the babysitter initially tries to deny Aima’s insistence that the Witch is evil, soon they follow Aima into a world where imagination rules and wildness, magic, and delight are hidden around every corner. Their adventures bring them together with fairies, ghosts, star-lovers, and UFOs, and as they march toward their showdown with the Witch, the unreal becomes reality and the lines between good and evil are blurred. As Aima and her babysitter draw closer and closer to facing down the Witch and the source of her powers, the babysitter must come to terms with what they lost and gained by growing up and learns that sometimes we have to let go to return.
After participating in a robbery and unplanned murder, Chloe Romero and Joe Spencer set out to hide at a distant relative's house only to be stalked as prey and hunted by creatures and forces unknown.
ATELOPHOBIA HAS BEEN RELEASED AND A GROUP OF FANS HAVE DECIDED TO MAKE A REAL LIFE SEQUAL. THE GAMES BEGIN ONCE THE ENTIRE CAST AND DIRECTOR OF ATELOPHOBIA HAVE BEEN CAPTURED, THEY NOW MUST PLAY A NEW GAME OF LIFE AND DEATH.