leaving the main station to investigate a ship's SOS
SOS that turns out to have been a warning
ship room repurposed by alien biology, changing the environment
acid/hole created through multiple levels of the station/ship
one character gets infected, argument over quarantine vs treatment, protocol vs compassion
splitting up into teams to: find a thing, so one team can fix something while the other does another task, one team can observe through tech to advise another team as they do a task
forcibly separated by events and working to reunite
having to use a device to assist traversing a dangerous room/path
saving the cat
using maps of the station to plan out routes or what to quardan off for safety, including airshafts
gaining access to station's AI/central computer for answers
having to do a complex shut down, cancel, or start up ritual
escaping station via pod in time and to watch it explode
danger blending in with environment (from alien, but could be robot or evnironmental danger)
having to quietly do something while danger is in the room
using the environment to attack danger indirectly
having to deal with irration npc's
environments that mess with orientation (up&down, etc.)
survivors found in precarious situations to be rescued fromj
moving/manipulating environment pieces in unconventional ways to move on to next room
using tools/implants to manipulate environment
accessing new parts of the same environment when new tools become available
having to choose to bully people to come with you or to leave them behind to die
sudden environmental changes
sudden events that permanently change the player's goal
environmental barrier that chases the player and pushes them to keep moving with urgency
many ways to gruesomely die
disagreements on what to do or paths to take and having to make a choice
characters with conficting objectives to complete and the player must choose between them or even to sabotage both
disappearing NPC's to then look for
bringing a group of people through a dangerous environment and possibly losing some or all if not traversed perfectly
characters intentionally lying about events and/or motives
characters presenting as friends with the same goal, only to be revealed as having nefarious intentions
characters trying to present as friendly but either misguided actions or circumstance lead the player and/or other characters to question their true intentions and whether they can be trusted
using drones/robots to explore or complete a task remotely
helplessly watching the destruction/death of others
playing with light
hearing fighting or chaos through a wall or door before seeing it
distress calls through implants/or wearable earpiece
seeing danger (people, monsters?) pass through your space and being unsure if you're in danger of being attacked by them in that moment
using clutter mindfully, and in places were it doesn't make sense, ensure the floors and walls have a lot of detail
death cult/cthulthu cult
in areas with no power, having to use batteries to locally manipulate things like doors, locks, platforms, etc.
clearing rooms or halls of hazards to release safety airlocks (fire, radiation, vaccuum)
coming upon npc vignettes that the player then leaves behind (npc's die/dead or insist on staying put)
"wind tunnel" obstacle hallway
moving vehicle (on a track?) (slow fast) that is surrounded by danger
shadowplay in the environment to imply upcoming danger