It's been two hundred years since the big invasion of the Phrions (2699-2750), a nation of extraterrestrial creatures from the exoplaneet Hyllus, one of three planets orbiting around the star Deianeira (located in the constellation of Hercules). After hundreds of years of space travel and decades of interaction with extraterrestrial life forms, all this progress was lost - technology was destroyed, humanity had lost her faith in all alien species and after the war, when the Earth population had decreased considerably, it was decided that research on anything beyond our own solar system would not be done any longer. This was also included in a contract, drawn up by the president of Európê (a state consisting of the countries what the European Union used to be). Space travel would not take place anymore.
Until a woman named Matilda Sevester decided that it had been enough, 125 years after the war. With the help of her husband, she founded the Supreme International Headquarters for Extraterrestrial Research (SIHER), to start researching outer space again. Her granddaughter, Maren Sevester, continued her work and was the first person after three centuries to set foot Mars.
Now it's time for her oldest daughter, Francés, to carry on their work with her team of researchers, as youngest commander in a hundred years. With a team of 13 people, they set out to rediscover habited planets and make peace with extraterrestrial species, to prevent a second war, in their spaceship The Andromeda. But not everything goes as planned, and if there's one thing Francés Sevester doesn't like, it's when things doesn't go as she wants.
A young woman must compete in a deadly televised competition, Grimm Games, to ensure her twin sister survives.
Season 1 of Grimm Games
*****
When twenty-year-old social activist Kam Wendall discovers her name among the contestants of the deadly television competition Grimm Games, she's stunned to realize her estranged twin sister, Millie, has stolen her identity to compete.
Determined to save her sister, Kam enters the contest. At a secret and isolated location, they compete against others through nightmarish sets, perilous escape rooms, and sinister puzzles, and must outsmart the sadistic Grimm entities stalking them.
Amidst the twisted challenges, can Kam and Millie rebuild their fractured trust all while evading the diabolical forces at play? And would even that be enough to help them survive the Grimm Games and emerge victorious?
***
"Oh, I understand." I didn't blink as I spoke. "But the only way I'm ever stepping foot inside your set is if you force me."
"Our contestants are volunteers," Ms. Holle went on. "We've always run the games that way and forever will. We're not accustomed to forcing anyone to partake, and that opportunity will be extended to you too."