Idea: Survivors having their own realms
Maybe not as large as the killers', but their own little pocket in the Fog away from the campfire
Dwight's is an office building. It's dilapidated, with ceiling lights flickering and dust floating like ghosts across your vision. One particular room looks as though it was prepared for a staff party. It's been twisted by the Entity and Dwight's own fears; the radio plays a dull, repeating note that sounds more and more like a scream, the streamers overhead are bloodied, there's laughter from somewhere behind the walls, and you feel like it's directed at you. The building has no entry, and no exit. You simply must walk along the narrow halls and wait for the Fog to swallow you again.
Meg's is an outdoor track. What would be a large, open space is choked at its sides by rolling fog, and within that is additional guard in the form of a fence. The only entrance to the track is a hole torn in the chain link, just short enough that you must duck your head down and risk seeing something new when you come back up. And if you choose to run the track, you run as if something is chasing you.
Claudette's is a flowery hill that, in another world, would be vibrant and colorful. But this is of the Entity's design, so the grass is dark and dying and the flowers are brown bordering on red. If you pick them, they regrow as soon as you look away. There's a run-down cabin here where Claudette experiments on the plants, and there's a stash of envelopes in which to seal them as offerings.
Jake's realm, at first, just looks like more of the woods that surround the campfire. But the light fades behind you as the treeline grows more dense. Eventually, one of the trees stands out, though it's a different one each time. There will be a crude rope ladder dangling from the branches. A treehouse sits at the top, with none of the whimsy that usually comes with such things. The door only seems to open for Jake.
Nea's is a foggy city street. All of the buildings are too tall to see over, and their windows and doors are boarded up tight. The walls are decorated with graffiti in a hundred languages. None of the messages written here are hopeful. The longer you walk, the more narrow the street becomes, until the fog takes over entirely and you end up back at the fire.
David's is surprisingly simple. It's a circular clearing in the woods, not unlike the campfire, but surrounded with dilapidated metal benches that look as though they rusted off a set of bleachers. The ground is hard, beaten down by impact. David invites other survivors to his realm whenever he needs to get in a good fight. The Entity does not heal injuries sustained outside of its trials, so when he gets hurt here, he carries it with him into the Fog. He sees it as a challenge.
Feng's is a bar. It's familiar to her, constructed from her memories of its real life counterpart. But since she'd never seen it without the haze of alcohol, some of the details are fuzzy, like your eyes just can't focus on what's in front of you. There are two light sources: one is the neon lights behind the counter, twisted into unreadable words and constantly flickering, the other is a singular arcade cabinet against the far wall. The name of the game has been scratched off the surface, and the screen glows a solid white. Whenever Feng finds herself here, she always moves the joystick and taps the buttons once or twice, just in case.