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Ayurcann Holdings Is Leading in The Canadian Cannabis Industry By Creating New Ventures

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A Toronto-based company is making their mark in the Canadian cannabis sector by creating a niche in the booming market.

Ayurcann Holdings Corp has a unique business model that provides post-harvest solutions for licensed producers. Their B2B processing facility located in the GTA  offers many services for Canadian licensed cannabis producers. These services include extraction, white label manufacturing and refining cannabis into oil.

Ayurcann has created an exclusive Marketplace where they sell oil-infused products, which include vape products, topicals and tinctures (herbal extracts) thereby giving licensed producers an opportunity to sell their product.

The company was founded by Igal Sudman and Roman Buzaker in 2018 who was granted his license in 2020. His company went public earlier this year and now can be found on the stock market (AYUR).

“As an entrepreneur to recognize opportunities is paramount to success, being able to run a profitable and successful growing company in the cannabis space has not been done until Ayurcann,” Sudman said.

With Sudman’s 20 years of experience in founding and developing businesses featured on Canadian Profit 50 and knows what it means to be a visionary.

We had a chance to speak with Sudman and discuss what differentiates Ayurcann from other companies and his new ventures within the Ayurcann Marketplace. 

Can you tell us what differentiates your company from other cannabis companies?

“We are focused on value and growth. We understand that running a successful company is being focused on the bottom line and being responsible to create and sell products that the consumers demand, our ability to run a profitable and growing company has not been done in the cannabis space in Canada.” 

What is the Ayurcann Marketplace and how can the public access the marketplace?

The marketplace is a patient only portal where medical patients with prescriptions can learn more about the cannabis products available, interact directly with our patient support staff and select value life enhancing cannabis products. It is available online now. Ayurcann takes its responsibility very seriously when it comes to patients, their security, privacy, and requirements. To use the marketplace, a potential patient needs to register by filling out the Patient Registration Form and be able to provide their medical documents. An Ayurcann Marketplace patient support staff then verifies and confirms the provided information with the health practitioner that prescribes the use of cannabis and if confirmed, approves the use and purchase ability of the patient. “

Can you go into detail about Ayurcann Marketplace and how it helps potential licensed producers? 

“The ability to offer a variety of products directly to patients, create your own marketing and set your own prices helps other Licensed producers to move products quickly and more profitability then dealing with only one monopolized system in the recreational space.”

How is the marketplace bettering patients who are using medical marijuana?

The marketplace is a patient only portal where medical patients with prescriptions can be educated and learn more about the various cannabis products available, interact directly with our patient support staff and select enhancing cannabis products. It is available online now. It helps concentrate the offerings from a variety of producers throughout the country, providing selection and better value to patients, like an Amazon model.”

What are some opportunities or gaps you saw when it comes to providing patients who need to use medical marijuana for medicinal purposes? 

“Current structure of patient uses, and purchase patterns works where the patients deal with one Licensed producer and their offerings only, an Amazon model like Ayurcann marketplace enables for a more competitive and wider selection for the patients and enhances their ability to be more selective and save money on their cannabis consumption.”

Can you go into details what are the six new products from Fuego and your new Xplor brand? 

“We make recreational and medical based products that bring a wide variety of brands into the Canadian marketplace, The Fuego brand specializes in a high potency recreational use vape products and the Xplor brand is focused on the oil-based tincture products for medical use.”

Can you tell us what’s the Xplor brand and the concept behind this new brand? 

“We felt that having a medical based product and brand will distinguish us from the current market offerings. The Xplor is intended to provide a variety of products with THC and CBD in high potency dosage for medical patients.”

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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