A first-person bodycam horror game, 1-4 player co-op about scavenging. Explore a procedurally generated maze of empty rooms for Hazard Recovery Co., collecting objects graded on rarity. Every corridor is a choice: leave with something ordinary, or go deeper in the dark for something worth more.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Hazard Crew is built around procedural generation, and that means the
game gets better the more people play it. Every run creates a new site,
and no amount of solo testing can cover the number of layouts real
players will encounter. I need to see where the generator produces
boring corridors, where the darkness becomes frustrating instead of
tense, and where the risk-versus-reward of going deeper stops feeling
worth it.

I am one developer, and horror is difficult to judge from the inside.
Once you have built something, it stops scaring you. Early Access lets
me find out what actually lands for players who do not know what is
coming, and adjust pacing, sound, and lighting based on that rather
than on guesswork.

The core loop is playable now. What it needs is real players, real
runs, and honest feedback.”

Approximately how long will this game be in Early Access?

“I expect Hazard Crew to be in Early Access for roughly [12 to 18]
months.

This is an estimate rather than a commitment. As a solo developer, the
timeline depends on how development goes and on what feedback shows
needs the most work. If the game needs longer to reach the state I want,
I would rather take the extra time than leave Early Access early.”

How is the full version planned to differ from the Early Access version?

“I plan to expand Hazard Crew in several directions during Early Access:

More variety in the sites themselves. I plan to add new room types,
distinct areas with their own rules and hazards, and more interesting
generation so that deeper runs feel different rather than just longer.

A wider range of recoverable objects, with more meaningful differences
between low-grade and high-grade finds.

More to be afraid of. I plan to introduce threats that respond to light,
sound, and how long you stay in one place.

Progression between runs, so that equipment and preparation carry
weight over time.

Continued work on atmosphere, audio, and performance throughout.

These are intentions rather than promises. Priorities may shift based
on player feedback, and some ideas may change or be dropped if they do
not work in practice.”

What is the current state of the Early Access version?

“The core loop is complete and playable: enter a procedurally generated
site, explore it with a flashlight, recover objects, and extract. Every
run generates a new layout.

Currently in the game:

- Fully procedural level generation, with a different site every run
- Object recovery graded on rarity
- Flashlight, bodycam presentation, and sprint or walk movement
- Dynamic lighting, including power failures that black out the site
- Positional audio, including working and failing lights

Expect bugs and rough edges. If you want a finished, feature-complete
horror game today, I would suggest waiting. If you are interested in
the concept and willing to help shape it, this is a good time to join.”

Will the game be priced differently during and after Early Access?

“I plan to gradually raise the price as I introduce new content and
mechanics.

Buying during Early Access means buying at the lowest price the game
will have. Anyone who buys at any point receives all future updates at
no additional cost.”

How are you planning on involving the Community in your development process?

“Player feedback is the reason the game is in Early Access, so I intend
to make it easy to give.

I will read and respond to the Steam Community Discussions myself, and
I plan to run a Discord server for more direct conversation, bug
reports, and early builds.

Procedural generation makes player reports especially valuable. If a run
produces a layout that is broken, unfair, or simply boring, that is
something I want to hear about, and I plan to make it straightforward
to report specific runs.

I also plan to ask directly about the things that are hardest to judge
alone: whether the darkness is tense or just frustrating, whether going
deeper feels worth the risk, and whether the sound is doing its job. I
will post about what I am working on and why, and be clear about what
feedback has changed.

I cannot act on every suggestion, but I will be honest about what I am
taking on and what I am not.”
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This game is not yet available on Steam

Planned Release Date: September 2026

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About This Game

HAZARD CREW


Hazard Recovery Co. is hiring.

No experience necessary. Equipment provided. Hazard pay after the second descent.

THE JOB


You have been contracted by Hazard Recovery Co. to enter an unmapped interior site and bring back anything worth studying.

The rooms go on. The lights are old and most of them do not work. Recovery does not tell you what is down there, because Recovery does not know. That is the point. That is why they are paying you.

You have a bodycam, a flashlight, and empty hands.

Go deeper. Take what you find. Come back.

GRADING


Every object you surface with is assessed and rated on uniqueness.

Common material barely registers. Recovery has crates of it. But the rarer the find, the higher the grade, and the higher the grade, the more the company is willing to pay for it.

The good finds are not near the entrance. They never are.

FEATURES


NO TWO SHIFTS ARE THE SAME
Every descent generates a new site. New rooms, new corridors, new dead ends, new dark. The layout you learned last shift does not exist anymore. Nobody is coming to guide you.

RISK IS THE ONLY CURRENCY
Turn back early with something ordinary, or push another few rooms deeper for something Recovery has never catalogued. Every corridor is that decision again. The company grades what you bring out — not what you nearly brought out.

DARKNESS THAT MEANS SOMETHING
Most rooms have no working lights. Your flashlight reaches as far as it reaches. When the building's power fails — and it will — everything you were using to orient yourself goes with it.

LISTEN
Fluorescent hum tells you a room still has power. Your own footsteps on carpet tell you the floor has not changed. Learn what the building sounds like when nothing is wrong, so you notice when something is.

NOTICE TO CONTRACTORS


Do not attempt to identify recovered objects.

Do not open, activate, or test what you are carrying.

If your light fails, remain still and wait for it to return.

Objects that cannot be graded will not be paid out. Objects that cannot be graded are not returned to the contractor.

Hazard Recovery Co. is not liable for equipment loss, injury, or non-return.

The company thanks you for your service.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GTX 960
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 5 GB available space
    • Additional Notes: HDD Supported, SSD Recommended.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Ryzen 5 5500
    • Memory: 12 GB RAM
    • Graphics: RTX 2060
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    • Additional Notes: HDD Supported, SSD Recommended.
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