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    First-person view while descending an impossible staircase through several dreams visible simultaneously: the upper half of the frame shows a nighttime cemetery populated by dancing refrigerators; the middle contains an endless pink kindergarten where gigantic severed mannequin hands teach arithmetic to stone animals; the lower half opens into outer space, where a low-poly Japanese apartment building is being swallowed by a translucent frog the size of a planet. The staircase itself is made from thousands of identical sleeping faces, and each step leads sideways rather than downward. A colossal salaryman moon watches from behind dense green fog, its expression changing across mismatched texture tiles, while trains, umbrellas, bathtubs and telephone poles rain horizontally through the scene. Maximalist late-1990s PlayStation dream-emulator aesthetic, aggressively crude polygons, chaotic photographic texture collage, broken UV mapping, affine distortion, vertex snapping, severe dithering, abrupt texture replacement, nonsensical scale, flat light without realistic shadows, saturated primary colours collapsing into black fog, claustrophobic 4:3 game capture at 240p, no HUD, text or visible player character.
    Prompt

    First-person view while descending an impossible staircase through several dreams visible simultaneously: the upper half of the frame shows a nighttime cemetery populated by dancing refrigerators; the middle contains an endless pink kindergarten where gigantic severed mannequin hands teach arithmetic to stone animals; the lower half opens into outer space, where a low-poly Japanese apartment building is being swallowed by a translucent frog the size of a planet. The staircase itself is made from thousands of identical sleeping faces, and each step leads sideways rather than downward. A colossal salaryman moon watches from behind dense green fog, its expression changing across mismatched texture tiles, while trains, umbrellas, bathtubs and telephone poles rain horizontally through the scene. Maximalist late-1990s PlayStation dream-emulator aesthetic, aggressively crude polygons, chaotic photographic texture collage, broken UV mapping, affine distortion, vertex snapping, severe dithering, abrupt texture replacement, nonsensical scale, flat light without realistic shadows, saturated primary colours collapsing into black fog, claustrophobic 4:3 game capture at 240p, no HUD, text or visible player character.

    Generation Settings

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    Created with
    AUTOMATIC1111
    CFG Scale1
    Sampler
    euler
    Seed177686084633621
    Steps8

    Copies the original metadata text embedded by AUTOMATIC1111.

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    Created
    8/23/2026
    Source
    CivitAI
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