Co-op survival horror for 2–4 players (and for lone wolves who don't mind the nerves).
Help came too late. The roads are empty, the cities silent, and those who stayed stopped being human long ago. Four survivors are stranded at the edge of this world with one goal between them: hold out long enough to get away. By day you search for anything that buys another chance. By night you just try not to become part of what's outside.
DAY
While there's light, you can breathe. You head out for supplies: first the familiar surroundings, then a far door that opens onto a new, unknown location every time. Metal, electronics, fuel, blueprints, anything that helps you last one more night. But you're not alone out there, and the world around you changes faster than you'd like.
NIGHT
The light fades, and all that's left is to listen. Some of them come for the sound, others crash straight through, and some make you doubt what your eyes see and where your hands aim. Every night invents a new way to reach you. Against the dark you have only light, a fortified shelter, and a partner who doesn't sleep.
FOUR AGAINST THE DARK
Each survivor pulls their own weight, and apart you won't last long:
Duke holds the line: tough, tireless, used to meeting the creatures first.
Slim builds and repairs faster than anyone, and salvages part of the materials back.
Marcus cooks what heals, feeds, and fuels the whole squad.
Victor runs his own game: connections, deals, and things you can't buy honestly.
A squad is rarely perfect, and the world takes note: no cook or fixer of your own, and it'll cut you some slack here and there. Play with the crew you've got, not the one that's "right."
SHELTER
Your corner of a dead world becomes a fortress by your own hands. Keep the light on, forge weapons, cook food, recycle junk into the parts you need, upgrade everything you can reach. Every little thing you invest by day decides at nightfall whether you see the morning.
WITH YOUR OWN HANDS
Even here you can grow something alive. Lay out garden beds right inside the shelter, plant, water, and harvest while the dark howls outside. Fresh food in a cook's hands is the difference between shaking hands and a squad ready to face the night.
MEET YOUR GUESTS PREPARED
You don't have to take the fight head-on. String a wire across the passage, and the first guest gives itself away with a clatter. And for the stubborn ones, there's an incendiary mix. A well-placed trap is worth a third teammate.
A WORLD THAT LOOKS BACK
Nothing happens by chance. Someone on the other side watches how you're doing and tailors the next blow to you: the overconfident meet what they're not ready for, and those on the edge are sometimes let off to catch their breath. Between runs the world lives its own life, and its echoes come to your doorstep on their own. You won't survive the same night twice.
NOT EVERYTHING OUTSIDE IS AN ENEMY
Some in this world can still be reasoned with. Earn their trust, and helping hands reach out: someone covers you in a fight, someone patches your wounds, someone repairs and shares supplies. Cheat them or cross them, and that same hand turns its weapon on you.
THE WAY OUT
Every morning brings you closer to rescue, if you survive the night before. Gather what the signal needs, restore your chance at evacuation, and one day what it was all for appears on the horizon. Only one thing remains: reach it alive. And everything you carried out along the way stays with you and makes the next run a little less hopeless.
WHAT'S INSIDE
Co-op for 2–4 players and a full solo mode
A tense day-and-night cycle
A familiar base and shifting locations behind every run
Four survivors, each with their own role and their own game
Dozens of creatures with different behavior, habits, and ways to reach you
Crafting, cooking, gardening, and fitting out your shelter
Traps, incendiaries, firearms, and companions
Progression, afflictions, and progress that outlives death
Voice and text chat: they hear you, and so does what's drawn to the sound
Adaptive difficulty and events you won't see coming