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Chris Sarchet Bell On His Journey To Building The Biggest U18 Event Brand In The Uk

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Chris Sarchet Bell is one of the few entrepreneurs who are proving that you can have a good time without alcohol. In 2014, he founded Shutdown events as a response to the market gap in providing entertainment for 14-17 years olds. 6 years later, he has taken that business sky-level and transformed it into the biggest U18s events brand in the whole of the UK.

Starting Small

Shutdown Events was established in 2014 in Chris’ home town, Burnley. Before venturing into the day-time event space, Shutdown had previous experience in the events/nightlife industry from hosting their over 18 events.

“We decided to try and tackle the younger market to be able to get interest from a young audience,” Chris says. “Then, once they came of age, we would be able to pass them on to our over 18s brand, Grenade.”

Shutdown quickly made a name for itself in Burnley and soon started to attract clientele from out of the town and further.

“With each event, more and more people were talking about us. Within 6 months, we branched into a second area and by month 8, we were in another 4 cities.”

It was at this stage the Shutdown team realised they had created something special.

Building a Legacy on Connection

The resounding success that Shutdown Events currently enjoys did not happen by accident. In fact, it was the result of persistent effort and never taking no for an answer.

“ I never give up,” Chris shares. “It took me 4 years before I made a penny. No matter what hurdles have been thrown at me over the last 6 years I always get back up and keep going and my determination is exactly why I am where I am today.”

Crushing Goals

Within the first 2 years, Shutdown became the UK’s largest leading U18 brand. Now, Chris and his team tour the country every couple of months, hosting events from Scotland to as far down as Newquay. Shutdown has now hosted events across 10+ cities nationwide.

“We bring together some of the biggest names in the music industry, originally we used to bring PA’s from some of the most popular reality tv shows, paint & foam parties and Co2 & confetti parties. But now, it’s all about putting on that indoor festival vibe, the biggest acts/djs we can get our hands on, huge production, including pyros, screens, streamers, and transforming venues with a huge themes, nobody is doing it like Shutdown now and that’s why our social media is constantly growing. We keep getting requests from more and more clients across the country asking us to come to a town/city near them. Because of this, Shutdown is continuing to grow and build such a high in-demand brand on a weekly basis.”

Chris has big plans and an ambitious vision for the future and growth of Shutdown Events.

“Success to me is brand recognition, hearing great feedback, being able to look after my family,” Chris says.

“ Now more than ever, the music, live events and concerts scene is bigger and more in demand than ever before, especially with the younger generation. We offer the “night of your life” for 14 – 17-year-olds before they are legally allowed to go out to events. Over the next few years, I would like to think we will be touring across 15 cities nationwide.”

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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