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Julian Latty shows that he is naturally competitive by wanting to win always

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Julian wants people to know that if he can achieve a lot in life, anyone can do that too. It took a lot of hard work and determination to arrive at this current level. Julian changed his perspective about life because he did not graduate with a college degree. Motivating people is one of his ways of giving back to society and he would share his experience so that people can learn from it to start their own business.

From a menial worker to a successful entrepreneur, Julian has always had his mind on being his own boss. This is a major reason why he quit many jobs, including when he felt he was being bossed around in the insurance industry. Julian’s transition wasn’t as smooth as you can imagine. He faced some adversities that shook his existence, Julian found it very challenging to put his life together when he got scammed for a huge amount of money. These were difficult times for him but held on to overcome his challenges.

One thing differentiates a winner from a loser, says Julian. That is your resilience and not giving up regardless of whatever you face in life. He believes one has to fail to gain experience and try again. He left his first business when he saw a bigger opportunity begging to be taken. Julian’s entrepreneurial trait always comes into play whenever a new idea comes to his mind. He pushes himself all out to make it a reality since he is always confident that the outcome will be positive. Sometimes, in life, we need to take a risk and be optimistic that it will turn out well. This helped Julian in his quest for greatness.

Julian, in partnership with Draya Penso, is building his CBD brand, iCanna Premier, which he hopes will change the industry positively. Julian’s parents are in real estate and own land in rural virginia. After speaking with his parents about growing on their property they said, yes. The farm will be known as iCanna Farms, an extension of iCanna Premier CBD. We should start our first growth in 2022 sometime and grow THC once it is legalized in Virginia.His objective with iCanna premier is to make it a catalyst to develop many more businesses. Being super ambitious, Julian is planning to make a mark in the marijuana industry. This shows he has a burning desire for success and a willingness to do more. Even though he knows that it is impossible, you would love to have a day extended beyond 24 hours. This is because he feels what he does is not enough within a day.

At the times Julian is not working on his businesses, he engages in sports and he plays video games. He manages to strike a balance between his business and personal life. Right now, Julian just wants to be helpful to people’s course within his community, especially those going through tough times. He wants to see people at the top together with him. So, he wouldn’t mind being their ladder to success. He believes nobody has the power to stop you from being successful except you. Don’t back out; every step you take moves you closer to your dream.

If you wish to learn more about Julian Latty, please visit his instagram page at @glibighandle or go to Home | Cannabis Dispensary – iCanna Premier

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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