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On the screen, the sun began to set. The "Homeless Simulator" wasn't about survival anymore; it was about displacement. The camera began to pan up, leaving the alleyway, moving through the brick walls of a familiar building, into a third-floor window.

Then, he saw an NPC. It was a man huddled under a tarp, his face obscured by shadows. Elias moved closer to trigger a dialogue box. Instead of a canned response, the speakers crackled with a voice that sounded like grinding gravel.

The game window finally closed itself. His monitor went black. In the reflection of the screen, Elias didn't see his room. He saw the rain-slicked alleyway.

"You don't belong on this side of the glass, Elias," the NPC said.

The game didn't have a title screen. It opened directly into a first-person view of a rain-slicked alleyway that looked disturbingly like the one behind his own apartment building. The graphics weren't just realistic; they were tactile. He could almost smell the wet asphalt and old cardboard. A prompt appeared in a jagged, white font: Find warmth.

The "Elias" on the screen stood up, walked to the apartment door, and locked it from the inside. The real Elias tried to stand, but his legs felt like leaden code. His furniture began to pixelate, turning into crates and trash bags. The walls of his study stretched into the infinite, cold grey of a highway underpass.