GRUNT
Rifle. No surprises.
No bad matchups. Being good at everything turns out to be worth a great deal.
Something came through the Rift. WARDEN has four operatives on the payroll and an equipment requisition budget. That is the whole plan.
THE CONTRACT
Every run assembles a fresh chain of rooms, hands you whatever the drop tables felt like handing you, and asks you to make it work.
The aliens are numerous, expressive, and extremely committed. So are you.
> status incursion RIFT ACTIVITY ........ CONFIRMED HOSTILES ............. NUMEROUS OPERATIVES ON PAYROLL 4 REQUISITION BUDGET ... APPROVED CONTINGENCY PLAN ..... NONE ON FILE > deploy
PERSONNEL
One permanent weapon each, never runs dry. Everything else you find along the way.
Rifle. No surprises.
No bad matchups. Being good at everything turns out to be worth a great deal.
Pile-driver fists.
Closes distance like it is a personal matter. An unstoppable force, not an immovable object.
Combat medic, drone escort.
Keeps a squad upright. Working alone, he remains optimistic.
Thrown daggers. Borrowed fury.
The highest damage on the roster, attached to the thinnest skin on the roster.
STANDARD ISSUE
Field weapons do not go in your hands. They go to your DSCO, a Deployable Support Combat Operator: a drone that follows you, holds the weapon, and fires when you fire.
It keeps the gun until the ammunition runs out, then drops it and waits for the next one. Your own weapon never runs dry, so you are never unarmed and never stuck with a bad pickup.
FIELD MANUAL
Stacking items, plus consumables for when the plan stops working. Effects multiply rather than replace. A run that begins with a slightly faster reload can end with a screen that is no longer strictly legible.
The Foremen are four industrial emplacements working a shared metronome, and the rhythm tightens every time one of them goes down. The others are worse.
Invites go through Steam. No lobby codes, no IP addresses, no port forwarding. A death is not the end of the run while a teammate is still standing: you redeploy at the next zone boundary.
Each one unlocked by finishing the one before it. At the top tier, anything that survives long enough gets angry. That includes the bosses.




Also: full controller support with rebinding, an uncapped framerate, and a WARDEN terminal that answers when you type at it.
INCIDENT FILES
Two of the five, both in the free demo. The other three files are sealed.

Four emplacements. One shift.
A ring of four gun emplacements, turning on a shared metronome. Only the one at the top is allowed to shoot. The rest wait their turn.
Every time one goes down, the others pick up the tempo. The music keeps time with them.

Sealed. Nesting. Flammable.
She stays shut in her pod while her nests throw out a steady supply of offspring. Clear the nests and she comes out to fly, briefly. That is your window.
She also does not like fire. Enough of it and she comes out on your schedule instead of hers.
REQUISITIONS
Everything stacks, and the stacks multiply. Twelve of the sixty-odd items in the field.

UNCOMMON
Fire one extra shot per stack, spread in a fan. Each extra shot deals 50% damage.
// Barrel splitter, non-regulation. Quartermaster declines to certify grouping but notes 'more is more.'

XENOTECH
A mirror of you fires the same shots 0.5 s later. +1 mirror per stack; each inherits every item you carry.
// Phase-shifted echo of the operative. Tactical duplicate; no manifest assignment required.

RARE
On dropping below 50% HP, detonate a blast around you for 80 damage (+80 per stack). Recharges between rooms.
// Subdermal kinetic-release implant. Triggers on threshold pulse rate; not user-controllable.

XENOTECH
Every item with a proc chance becomes a coin flip.
// WARDEN probability-bias regulator. Collapses weighted outcomes to an even two-state; a paired unit pins the result. Additional units are decorative.

UNCOMMON
20% (+20% per stack) chance on hit to fire a 50%-damage copy of the shot at another enemy.
// Fragmenting secondary charge. One round fired, two rounds accounted for.

XENOTECH
Kills leave a 1.5 s fuse. Detonation: 60 damage per stack.
// Residual ordnance signature in target tissue. Detonation interval consistent across forensic samples.

RARE
6% (+6% per stack) chance to absorb an incoming bullet and heal 5 HP.
// Xenobiotic symbiote, classification pending. Host retention rate: 94%.

RARE
Shots curve toward the nearest enemy. Stacks tighten the curve.
// Self-calibrating micro-fin retrofit. Point of aim is now advisory.

XENOTECH
A small orb follows you. While anyone in the squad is wounded, it latches onto enemies and siphons their life into whoever needs it most.
// Xen-resonant tracking module. Origin classification: indeterminate. Disposal procedures: under review.

UNCOMMON
Dodge leaves a damaging afterimage that cuts anything you roll through.
// Egress module. WARDEN doctrine holds the shortest path out of an encirclement runs through it.

RARE
Instantly kill non-boss enemies below 12% HP. Bosses take +15% damage instead.
// Lethality heuristic. Once the model projects non-recovery, it expends no further ammunition on the target.

RARE
Survive a killing blow, reviving at full HP. Consumes one chip per use.
// Rated for one use. Additional uses not covered under field warranty.
FREE DEMO · OCTOBER 2FREE DEMO · OUT NOWSTEAM NEXT FEST · OCT 19–26
Take Grunt through the opening two zones, stack gear until it stops making sense, and put down two bosses. Solo or with a squad of up to four.
The other three operatives' files are in the demo. You just are not cleared for them yet.