In this, the year 2026, our calendars have not one, not two, but three Friday the 13th’s staggered throughout it, albeit front loaded with the first two, but at least giving us something to look forward to in November. Assuming we’re all still here, kicking about.

Long time readers (if you still exist) know I like to mark every unlucky Friday with some sort of artistic tribute to my favorite teenage slaughtering slasher, Jason Voorhees, the hulking, sometimes zombie, hockey mask clad psycho path from the titular series of horror flicks, “Friday the 13th.

Usually we only get one, lone, paltry Friday the 13th a year, sometimes two, but three, now that’s something else, and worthy of an extended series of tributes, in this case, the development of a Friday the 13th fighting game.

The problem is I don’t know how to make a fucking fighting game, and I’m not going to learn. What I can do is make up some art as a sort of proof of concept, if you will, or how I would envision what a Friday the 13th movie series based fighting game would look like, and since new fighting games can only seemingly be based on previously established intellectual property, this one would fit right in.

I’m calling it “Crystal Lake Fighters: Turbo.” Here’s the art that spawned this idea from last month’s cursed Friday:

And what’s a fighting game without a roster of, in this case, killer characters to pick from? I won’t divulge the full list of thirteen characters yet (guess you’ll have to wait until November 13th) but here’s some preliminary concept art for a handful of them:

So there you have it. Two out of three Friday the 13th’s in the fucking bag. Don’t forget to leave some doobies and prophylactics out for Jason today if you’re tired of living.

Beehiiv is where my posts will be coming from as of now because Substack is a Nazi Bar.

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