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    FLUX.1 [schnell]
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    Seed 5040492937844651
    Steps 4
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    More prompts from Mr Nobody

    Beautiful liminal concrete walls grass water
    3D cartoon, Dancing alien happy
    Beautiful liminal concrete grass water walls wood waterfall
    a photo of Vahine woman
Portray a dystopian fashion model designed as a mechanical pinup doll, with visible joints and gears replacing natural limbs. Her body is perfectly posed like a vintage pinup, but her mechanical features give her an eerie, artificial feel. Medium: Digital 3D modeling. Style: Robotic pinup with industrial influences. Lighting: Soft spotlight with flickering shadows from exposed machinery. Colors: Polished steel, soft pinks, and worn copper. Composition: A mid-shot using a standard lens, showing her mechanical grace in a crumbling, abandoned factory.
    a beautiful young harley quinn with red paint on her face, photorealism, cinematic
    germs bioluminecent

Theme: A consumerist afterlife, where choice exists without purpose.
    Vyrath is a massive, terrestrial planet situated within a binary star system, bathing its surface in a constant twilight glow. The planet’s atmosphere shimmers with iridescent hues due to high concentrations of bioluminescent microorganisms suspended in the air. These organisms create a surreal aurora-like effect, painting the skies with shifting colors.

The surface is divided into three primary biomes:

The Quivering Glades: Vast, undulating plains of grass-like organisms that sway even without wind, responding to the vibrations of life forms passing through. The grass emits soothing chimes, creating a natural symphony.
The Obsidian Reef: A sprawling, jet-black desert of sharp, crystalline structures resembling coral reefs. These structures are partially alive, drawing nutrients from a network of underground roots. They hum with energy when touched, acting as a form of communication.
The Azure Expanse: Oceanic basins filled with a thick, gelatinous liquid that appears solid from a distance but ripples like water. The oceans host floating islands supported by massive buoyant flora, which anchor to the planet's magnetic field rather than its surface.
Inhabitants
The Vyrathi are sentient beings resembling a hybrid of mollusks and mammals. Their translucent, gelatinous skin allows the glowing microorganisms in the air to inhabit their bodies, creating unique, ever-changing patterns that act as a form of communication.

Vyrathi society revolves around symbiosis: every life form on the planet is interconnected, sharing resources and energy. Their cities are living organisms, grown rather than built, shaped like spiraling shells that expand as the population grows.

Ecosystem and Wildlife
Klyrians: Towering herbivorous creatures resembling a blend of giraffe and jellyfish, with semi-transparent limbs and a luminous, umbrella-like canopy. They feed on the glowing grasses of the Quivering Glades.
Shade Weavers: Predatory entities that float silently through the Obsidian Reef, blending with the crystalline structures. They emit pheromones that disrupt the sensory perception of prey, making them appear invisible.
Lumivines: Bioluminescent tendrils that grow in the Azure Expanse, drifting like seaweed but actively capturing and digesting small airborne creatures.
Unique Features
Luminox Storms: Occasional storms of concentrated bioluminescent particles that turn the atmosphere into a dazzling tempest of color and light. The storms supercharge the planet’s living structures, temporarily increasing their growth and vitality.
The Heart of Vyrath: A massive, glowing tree located at the planet’s equator. It is believed to be the nerve center of the planetary ecosystem, connecting all life via underground mycelial networks. The Vyrathi consider it sacred and use its energy for their most critical rituals.
Floating Constellations: Massive airborne organisms resembling manta rays float high above the surface, their undersides covered in glowing patterns that mimic star constellations. These creatures are revered as celestial guides by the Vyrathi.
Cultural Aspects
The Vyrathi have no written language, relying instead on "Flow Speech," a dynamic combination of light patterns, vibrations, and shared sensations.
Their art consists of creating living sculptures that change form and glow based on nearby emotional frequencies.
Spirituality revolves around the belief that Vyrath itself is alive, and every organism is a fragment of its consciousness.
    Beautiful liminal concrete grass water walls wood waterfall
    Imagine a beautiful young woman
    The World's end at the hand a machine for unlimited energy, photorealism, cinematic
    The buildings tower above you, but their reflections in puddles show structures that don’t exist in reality — skyscrapers twisting into impossible angles or floating upside down. Looking up, you notice windows that show fully lit rooms with silhouettes moving behind the curtains, but there's no way to reach these floors — the elevators in every building lead only to blank walls.
    Ethan wasn’t sure when it happened — when reality slipped like a rug pulled too quickly from beneath his feet. One moment, he was walking home from work, cutting through the familiar back corridor of his office building, and the next, he found himself in a hallway that stretched endlessly in both directions. The walls were an unremarkable beige, the carpeting a muted green, and the lights overhead buzzed softly, flickering at irregular intervals.

No doors. No windows. No exits.

At first, he did what anyone would do — he ran. He sprinted down the corridor until his legs burned and his lungs felt like they were being squeezed. But the hallway never changed. Every now and then, he would spot a corner and turn it, only to find another identical hallway.

Time felt meaningless here. There was no day, no night. Just the hum of fluorescent lights and the soft, almost inaudible echo of his own footsteps.

It wasn’t long before he met the others.

The first was a woman named Claire, who claimed she'd been there for months — or maybe years. Time didn't work the same way in this place. Then there was an old man, Samuel, who spoke in riddles and stared too long at the corners where the walls met. More people appeared over time: a teenager named Jordan, a quiet man named Elias, and a woman called Mara, who seemed to have resigned herself to the endlessness.

They wandered together, each holding onto the fragile thread of companionship to keep the crushing sense of isolation at bay. But even together, the hallways remained the same. Ethan noticed something odd, though — the more they spoke about escape, the more the hallways seemed to shift. Corners appeared more frequently, faint sounds echoed in the distance, and occasionally, they'd spot what looked like an out-of-place object: a payphone with no dial tone, a single red chair against the wall, or a potted plant whose leaves never wilted.

One day, as the group sat in one of the “rest spots” they had claimed — a corner where the buzzing lights were slightly dimmer — Samuel finally spoke something clear amidst his usual riddles.

“The way out,” he said, “isn’t a door. It’s a decision.”

Ethan furrowed his brow. “What does that mean?”

Samuel only smiled softly and leaned his head back against the wall.

It wasn’t until Claire broke down days later — or maybe hours — that Ethan began to understand. She cried about her life outside: regrets, fears, mistakes she never made amends for. She spoke of how she had given up long before she ended up in the liminal space, how she had felt stuck even in the real world.

And that’s when it clicked.

This place wasn’t just a trap — it was a reflection. They were all stuck because, in some way, they had been stuck long before arriving here. Their minds, their hearts — they had built invisible walls around themselves long before these beige hallways ever appeared.

The escape wasn’t about finding a door; it was about breaking those inner barriers.

Ethan stood up, heart pounding. “I think I get it,” he said to the group. “We’re not escaping this place until we escape ourselves.”

One by one, they began confronting their truths — their guilt, their fears, their regrets. Claire forgave herself for abandoning an old friend. Jordan let go of the anger he held for his estranged father. Mara admitted she had been too afraid to live fully, so she simply existed.

And slowly, the hallways began to change.

Doors started to appear, not all at once, but subtly, almost like a ripple. The fluorescent lights dimmed, replaced by a soft, natural glow.

Ethan found his door after a long talk with Samuel, who simply smiled and chose to stay behind.

“Not ready yet,” Samuel said softly. “But you are.”

As Ethan stepped through the door, the last thing he heard was the soft buzz of the lights fading away.

The principle: Sometimes, the prisons we find ourselves in are of our own making. The way out isn't always about changing our surroundings — it's about changing ourselves.
    a beautiful young harley quinn with red paint on her face, photorealism, cinematic
    Concept: A seemingly abandoned playground with rusted swings and broken slides, surrounded by an infinite, fog-covered suburban landscape. Children's laughter occasionally echoes, but no one is there.

Abstract Elements:

Shadows of children flicker in the corners of vision but disappear when approached.

Some slides and tunnels loop back into themselves, trapping those who enter.

The further one explores, the more the playground structures defy logic—merry-go-rounds that spin without stopping, seesaws with no one on the other side.

Theme: A relic of childhood frozen in time, both nostalgic and unsettling.

10. The Flickering Motel
Concept: A run-down roadside motel, existing in a permanent, neon-lit night. Each room tells a different story, but none of them have a clear beginning or end.

Abstract Elements:

The vacancy sign blinks inconsistently, sometimes showing "No" even when all rooms are empty.

Entering a room may lead back to the parking lot, another identical room, or a memory that isn’t yours.

The front desk clerk never changes, yet their appearance is different every time you look away.

Theme: A transient space where reality folds in on itself, trapping lost travelers.

11. The Hollow Mall
Concept: An enormous shopping mall, brightly lit yet completely devoid of people. The stores are stocked with unfamiliar brands and mannequins that shift position when not observed.

Abstract Elements:

The escalators lead to floors that weren’t there before.

Music plays softly over the intercom, but the lyrics don’t exist in any known language.

Some storefronts appear perfectly normal—until one steps inside and finds an entirely different landscape, like a beach at sunset or an empty void.

Theme: A consumerist afterlife, where choice exists without purpose.
    taylor swift looking goofy and silly with a goofy hat in a room with random toys
    3D Cartoon Creature holding a sign that reads "Sell Me Drugs!". Standing on top of a hill of pills
    An endless, patterned  The atmosphere is surreal and unsettling, with a soft, just an eerie sense of timelessness. The perspective stretches infinitely, dreamlike liminal space. open area, grass, concrete, bright , pool of water, luming , dream like, ominus
    germs bioluminecent

Theme: A consumerist afterlife, where choice exists without purpose.
    Setting: A distant alien planet, Ardentis, undergoing a massive terraforming project led by a human colony.
Premise: As the colony’s lead software engineer, players must write and debug C++ code to control drones, regulate weather machines, and build ecosystems to make Ardentis habitable. Failures in the code lead to unpredictable planetary changes.
Unique Element: The planet evolves in real-time based on the player’s coding choices, with opportunities to create strange new ecosystems. cinematic, photorealistic
    A group of robot monks with neon lights, in a huge city, cinematic
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