After a family moves into an old Victorian home, they discover a chest in the attic containing antiques tainted by a malevolent spirit. As the antiques slowly possess each family member, the spirit grows stronger, hellbent on kidnapping the children.
An American TV crew gets trapped in a centuries-old web of revenge, horror, and blood, when their home improvement show is attacked by angry Eastern European villagers out to kill the show's star.
Four young men have won a trip with their favorite social network. On board the private plane that took him to New York, they are invited to participate in an in-flight entertainment: a new online gaming experience. But this is no ordinary Thurs Trapped at 30,000 feet, they will play for their lives and those of their families. They will discover the hard way that put his life online can have dire consequences...
Jon Lansdale is a comic book artist who loses his right hand in a car accident. The hand was not found at the scene of the accident, but it soon returns by itself to follow Jon around, and murder those who anger him.
While on a stakeout, Judith Gray, a beautiful, tough cop, is trapped inside a warehouse full of toys that have been awakened to murderous life by a strange child of darkness.
A ship-wrecked man floats ashore on an island in the Pacific Ocean. The island is inhabited by a scientist, Dr. Moreau, who in an experiment has turned beasts into human beings.
When the first manned flight to Venus returns to Earth, the rocket crash-lands in the Mediterranean near a small Italian fishing village. The locals manage to save one of the astronauts Colonel Calder, the mission commander. A young boy also recovers what turns out to be a specimen of an alien creature. Growing at a fantastic rate, it manages to escape and eventually threatens the city of Rome.
Decades ago, the USSR developed unkillable sharks and launched them to the moon. Today, a team of American astronauts will endure the fight of their lives.
Welcome to Paranoia, the ultimate escape game. Rule #1: Nothing is real. Rule #2: One of you will die. Lucas and Chloe, two passionate gamers, decide to participate to Paranoia, a very exclusive escape game. After solving a first riddle, they make it to the location of the finale in an abandoned mental hospital, lost in a frightening forest. There, four other participants are waiting on them. They soon realize that only one of them will get out of there alive.
The police and British security forces call in Professor Van Helsing to help them investigate Satanic ritual which has been occurring in a large country house, and which has been attended by a government minister, an eminent scientist and secret service chief. The owner of the house is a mysterious property tycoon who is found to be behind a sinister plot involving a deadly plague. It is in fact Dracula who, sick of his interminable existence, has decided that he must end it all in the only possible way- by destroying every last potential victim.
A group of Salem teens discover a cursed knife that unleashes a demon that forces them to play gruesome, deadly versions of childhood games where there can be no winners, only survivors.
Following the passing of his father, Aaron Hammond returns to his hometown to help his devastated mother and to confront his past demons. Sifting through his father’s belongings, Aaron comes upon a mysterious item that is far more than it seems.
In the Fall of 1940, the entire population of Friar, New Hampshire walked together up a winding mountain trail and into the wilderness. Without warning, they left behind everything: their homes, their clothes, and their money. The only clue where they went was a single word etched into stone near the forest’s edge: YELLOWBRICKROAD.
Vowing revenge on the detective who apprehended him, serial killer "Meat Cleaver" Max Jenke returns from beyond the grave to launch a whole new reign of terror.
After a landsman in 18th century England discovers a corpse covered in fur buried in a field, the town becomes infected by "the devil's skin," leading the local children to engage in demonic rituals and criminal behavior.