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Chapter 14 - Chapter 14: Global Panic, Global Praise

By morning, Lethal Company was no longer just a hidden gem. It was a global phenomenon.

Streams were trending on every major platform. Twitter, YouTube, TikTok, and Twitch were flooded with clips of screaming players, near-death escapes, hilarious mistakes, and whispered theories about the monsters. Streamers who picked it up as a random free horror game now had tens of thousands of new followers. Entire communities were springing up overnight.

The game had gone viral.

57.4 million downloads in less than 12 hours.

Reddit threads exploded with speculation:

"Is VeggieKen an AI?"

"I swear this game reads your mind."

"The monster AI is smarter than any NPC I've seen before."

"This game feels... alive."

Even journalists took notice. Gaming news sites that once ignored the quiet Steam release now had it on their front pages:

"Lethal Company Might Be the Best Horror Co-op Game of the Millennium""Solo Developer VeggieKen Redefines Multiplayer Immersion""Is This the Future of VR Horror?"

No marketing. No publisher push. No trailer. Just word of mouth, screaming reactions, and a mysterious name—VeggieKen.

Every Twitch stream that featured Lethal Company was blowing up. Viewers were obsessed with the raw emotion, the screams, the teamwork, the chaos. Watching people survive—or die—felt just as thrilling as playing.

And far away from the hype, tucked inside a quiet capsule apartment lit by the soft glow of a futuristic monitor…I woke up.

The system pinged as my consciousness synced back into the real world. I blinked away the fog and leaned forward in my pod chair, the familiar blue hue of the Developer System flickering into my eyes.

[VR Dev System Active][New Notifications: 412,083][Server Stress Level: 99.1%][Download Count: 57,403,911][Top Trending Title: #LethalCompany]

I froze.

"Wait… what?"

I rubbed my eyes. No way that number was real. I blinked again. Still there.

Over 57 million players. Overnight.

I opened the stream tracker feed. Dozens—no, hundreds—of livestreams, all running my game. People screaming, whispering, laughing, crying. One of them was doing a full Bracken theory breakdown, frame by frame. Another streamer had modded in disco lights in the facility.

A girl had just exploded from stepping on a landmine—and her friend's horrified gasp had become a trending soundbite.

"Bro... what happened while I was asleep?"

I sat there, stunned. I was just trying to fix boredom. This world had the most advanced VR technology imaginable, but its games? Boring, lifeless, predictable.

So I made Lethal Company. Just me and the Dev System, creating a game based on memories from another life.

Now the whole world was playing it.

I leaned back, letting it all sink in. A small smile crept onto my face.

They were scared.They were thrilled.They were alive inside the game.

But then I noticed the error logs.

A few bugs. Visual glitches. A couple AI routines behaving too realistically. Some players stuck inside walls. Pain index feedback a bit too strong, even when turned to minimum.

And with that, my developer instincts kicked in.

"I need to update the game."

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