A steampunk extraction survival game built on brutal melee combat and constant tension. No guns—only heavy strikes, smart counters, and raw survival. Enemies hunt, adapt, and ambush. The world shifts mid-run. Extract with loot… or be claimed by the dark.

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Ce jeu n'est pas encore disponible sur Steam

Date de sortie prévue : 30 déc. 2026

Ce jeu prévoit d'être disponible dans 10 mois

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À propos de ce jeu

This is a steampunk extraction-driven experience built around tension, survival, and brutal close-quarters combat. Every run is a risk—what you bring in, what you extract with, and what hunts you along the way is never guaranteed.

Brutal Close-Combat Fighting

Combat is intimate, heavy, and physical. Every swing has weight. Every hit matters. There are no firearms—combat is built entirely around close-range weapons designed to feel raw, desperate, and punishing.

Players can:

    •    Chain heavy strikes and fast attacks

    •    Perform timed counters and defensive maneuvers

    •    Stagger, overwhelm, or crush enemies through positioning and momentum

Combat rewards awareness, timing, and aggression—not button-mashing.

Intelligent, Unpredictable Enemies

Enemies are not scripted targets. They think, react, and adapt.

    •    Enemies can hide, stalk, and ambush, using the environment to their advantage

    •    They make judgment-based decisions—retreating, flanking, or pressing an attack depending on the situation

    •    Darkness, sound, and player behavior influence how enemies respond

You’re not just fighting monsters—you’re being hunted.

Dynamic Environments

The world itself is unstable and hostile.

    •    Destructible walls and structures can open new paths—or new threats

    •    Environments can change mid-run, altering layouts, sightlines, and safe zones

    •    Player actions may permanently affect the level during an extraction attempt

No two runs feel the same, even in familiar locations.

Boss Encounters

Certain areas contain rare, high-threat bosses that may appear under specific conditions.

    •    Bosses are not guaranteed to spawn

    •    Encountering one is a high-risk, high-reward situation

    •    Choosing to engage—or escape—is always the player’s decision

These encounters are meant to feel dangerous, unexpected, and unforgettable.

Fear System (Planned Feature)

A Fear Meter will be introduced later in development and demonstrated to players.

    •    Fear builds through isolation, damage, enemy proximity, and environmental pressure

    •    High fear may impact perception, decision-making, or combat effectiveness

    •    Managing fear becomes part of survival, not just combat

The goal is to make tension a mechanic, not just a mood.

Tools of Survival

Players have access to a wide range of brutal, improvised tools:

    •    Multiple melee weapon types, each with unique strengths and combat styles

    •    Grenades built for disruption, area denial, or crowd control

    •    Traps that can slow, damage, lure, or manipulate enemies

Preparation matters—but improvisation is often the difference between extraction and death.

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

We use AI in a very limited way to generate rough starting meshes for 3D models. Those initial models act only as a starting point - similar to a placeholder. From there, all the work is done by us: Models are manually refined, rebuilt, optimized and integrated by the development team. All environments, level design, lighting, materials, and world building are hand-crafted. All gameplay systems, programming, mechanics, and logic are human-written. All story, narrative design, pacing and world lore are human-created. All art direction, maps, layouts, and creative decisions are human-driven.

The purpose of this is simple: to remove an entry barrier so this game can exist.

We are a small, self-funded team of two developers learning Unreal Engine hands-on, building everything piece by piece. Using AI in this limited way allows us to start from a basic form instead of a blank screen - but the final result is the product of human effort, learning, iteration, and creative intent.

We know this can be a sensitive topic, especially for artists and voice actors, and those concerns are completely valid.

We truly appreciate everyone who chooses to be a part of this journey. 

Description du contenu pour adultes

Voici la description de l'équipe de développement à propos du contenu du produit :

Players may encounter intense horror themes, including depictions of violence, disturbing imagery, and psychological distress. Violence may be shown through combat encounters, environmental storytelling, and visual indications of injury or death. Some scenes may include blood, decay, or abandoned and deteriorated environments that contribute to an unsettling atmosphere.

The game also includes strong language used sparingly to reflect heightened emotional states such as fear, panic, or desperation.

Narrative themes may explore isolation, madness, loss of control, human experimentation, and moral ambiguity, which may be disturbing to some players. Horror elements are designed to create tension and unease rather than rely on constant graphic depictions.

Player discretion is advised.

Configuration requise

    Minimale :
    • Système d'exploitation et processeur 64 bits nécessaires
    • Système d'exploitation : Windows 11
    • Graphiques : GTX 1060
    • Réseau : connexion internet haut débit
    • Espace disque : 60 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation et processeur 64 bits nécessaires
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