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Renowned Aesthetic Doctor in Singapore Launches New Skincare Brand

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SINGAPORE – Radium Skin Pte. Ltd., a skincare start-up in Singapore, made its debut 2 weeks ago with a wide collection of luxury beauty products for different skin types.

“After years of intensive research and development, it is exciting to see the range of Radium Skincare come to fruition”, Dr. Siew Tuck Wah, Director of Radium Skin.

“With more than 12 years of experience in treating skin issues and leveraging on our team’s expertise in formulating scientifically proven products with efficacious ingredients, we hope to design a range of products that can inspire confidence.”

The brand launch is accompanied by a new e-commerce website, radium-skin.com, which features Radium’s inaugural 6 skincare range, complete with cleanser, toner, moisturizer, and serum:

SERENITY: Best for people with sensitive skin. This range is specially designed to be gentle on the skin, yet provide deep cleansing and keep the skin moisturized at the same time.

AGELESS: The Ageless range contain skin-nourishing benefits to age-proof the skin to achieve anti-aging effects by replenishing the moisture and restoring weak, saggy skin.

GLOW: With 6 items in this range, the Glow range has the most number of products, including Liquid Gold Eye Gel. The Glow range contains powerful anti-oxidants to help your skin fight against free radicals and break down stubborn dark pigments at the same time.

LIBERTY: The most popular range among teenagers and young adults who battle with pesky acne on a daily basis. The Liberty range focuses on restoring balance to oily skin by gently removing dead skin cells and unclog pores at the same time.

BALANCE: Best for normal skin. The Balance range best suits people with normal to dry skin. They contain calming and nourishing active ingredients to restore the skin’s balance without drying the skin.

SELF DEFENCE: Overall anti-aging skincare routine cannot be complete without a preventive care. This range of products contain strong anti-oxidants and protective agents to shield your skin from the daily exposure of harmful pollutants.

Dr. Siew is a familiar face in Singapore. On top of designing and developing Radium Skincare, he is also the Medical Director of Radium Medical Aesthetics. In addition to his impressive portfolio, he is also an appointed regional trainer for a range of dermal filler treatments using a range of hyaluronic acid fillers and collagen-stimulating fillers. He also performs laser treatments for pigmentation and thread lift treatments for non-surgical skin lifting procedures.

Outside of work, Dr. Siew is also actively involved in animal welfare and charity work. He is the President of SOSD, one of the largest animal welfare groups in Singapore. This should also give consumers comfort that Radium Skincare products are not tested on animals!

The idea of Bigtime Daily landed this engineer cum journalist from a multi-national company to the digital avenue. Matthew brought life to this idea and rendered all that was necessary to create an interactive and attractive platform for the readers. Apart from managing the platform, he also contributes his expertise in business niche.

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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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