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A medical student using his own failure experience for the betterment of life of others, story of Zachery Dereniowski

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Zachery Dereniowski, a medical student whose purpose of life is to empower others. The 27-year-old is exploring the world, discovering his passion and is using his own life experiences for the betterment of others. In his words, “I think life is not about you or me. I think life is about the footprint we leave in bettering the lives of others.”

Zachery who is born in Windsor, ON Canada, is a medical student at the University of Sydney in Australia pursuing the Post-Graduate Doctor of Medicine Program. He pursued Bachelor of Human Kinetics from the University of Windsor, Windsor, ON and Post-Baccalaureate in Pre-Medical Studies from Lawrence Technological University, Southfield, MI.

A dual U.S. and Canadian citizen, he has experienced the life of a busy border city and observed the difference between basic health care facilities provided. In Canada, the facilities are affordable but are not easily accessible whereas it is the other way around in the US.

Inspired by Kobe Bryant, he has a keen interest in playing basketball and loves staying active, the outdoors, and working out. He considers himself a scary movie buff. He indulges himself in spontaneous road trips. He says after exploring the natural beauty of New Zealand, it is his favourite holiday destination.

We all have our share of struggles. So does he. It was difficult for him to score well on the MCAT and get into a extremely competitive medical program after he underachieved in college. In the first year of college he scored 0.59 GPA, as a result, he was Required to Withdraw from the Biochemistry program. He pumped inspiration in himself with this failure and several lessons learnt. He completed his studies and scored a 4.0 GPA over his last 9 consecutive semesters and over 510 in MCAT in his first attempt. 

Zachery is now a motivational speaker. He has been working as an MCAT tutor and wants to continue to help educate, empower, and mentor-driven students wanting to maximize their MCAT scores. 

At present, he is creating content to empower people, especially once who are suffering from mental health issues. He is one of TikTok’s top mental health advocates with over 400K followers. He has been interviewed by the Sydney Herald regarding his platform and giving those facing mental health issues a voice. He wants to continue to spread awareness and wants to tell people that they are not alone and worthy of a better life. He looks forward to supporting people and educating them for using their voice for the betterment of their lives.

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

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Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

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Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

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