This proof-of-concept demonstrates a screen-space threat warning system that projects off-screen dangers onto the display edge based on their true approach vector. Incoming threats are represented by directional arrows positioned at the screen boundary, oriented toward the source and pulsing with urgency derived from estimated time-to-impact. Color, motion, and intensity communicate proximity and imminence without text or HUD clutter, enabling players to intuitively sense off-screen danger, prioritize threats, and react spatially under pressure.