RESCUE — guards are pinned under golden beacons. Stand close to secure them before the drones chew through their health. Lose them all and it's over.
DEFENSE — drones ignore you and attack the CORE RACK in the hall's center. It repairs +60 between waves. Don't grenade it.
BLACKOUT — grid down, headlamp on, 1.5x score. Rack LEDs and solar strips still glow on backup power — use them to navigate.
PAYLOAD — escort the patch unit from the dock to the annex. It only moves while you're near. Winnable, with a time bonus.
CORE RUSH — 90 seconds. Each core is +6s and 300 × your combo. Kills keep the combo alive.
ABSORBED WEIGHTS — every 3rd wave, the destroyed leave something behind: pick one of three perks. Some stack twice (speed, fire rate, damage, mags, reloads, plating); the rest are one-offs (thermite frags, static sheath, longer combos, better drops, faster ordnance, health per kill). Perks last the run. In Frenzy you don't choose — the frenzy feeds you a random one at every intensity.
WILDLIFE — a black cat patrols the grounds. Designation: SUBROUTINE. Threat level: none. Morale value: critical. It hunts the mice, avoids the fighting, and cannot be harmed by anything in this facility, which is more than anyone else here can say. The mice respawn. Nobody knows from where.
DIFFICULTY — set on the title screen. EASY: enemies hit for 35% less and die faster, scores \u00d70.75. HARD: they hit 40% harder and take more killing, scores \u00d71.5. Versus always plays at NORMAL regardless.
TUTORIAL — seven guided steps in an empty facility: movement, aiming, shooting, switching, reloading, ordnance, and one small fight. No score, no pressure, one dummy drone that has made peace with its role.
FRENZY — no waves, no pauses. Enemies stream in forever and the FRENZY meter drains constantly; only kills refill it. Hit zero and you starve. Every 30 seconds the intensity rises, the stream thickens \u2014 and the frenzy force-feeds you a random perk. All ordnance unlocked from the start; each intensity also airdrops the next weapon cache. Score scales with intensity.
VERSUS — cross-device score battle. One phone hosts and shares a 4-digit code; up to a room's worth of friends join. Everyone fights their own swarm for 3 minutes; rivals appear as translucent ghosts with a live leaderboard. Dying respawns you at -500. Highest score wins. (Uses shared storage — updates arrive every couple of seconds, so ghosts drift rather than sprint.)
DISCO — the rogue process found the lighting controller. Purge waves under a mirror ball, color-cycling floods, a four-on-the-floor beat, and confetti kills. Gameplay is standard purge; dignity is optional.
ENEMIES
STAFF SUITE — break room, office, and restroom off the hall's northwest corner. Tight doorways make decent chokepoints; nothing bigger than a mini fits through gracefully. The vending machine still works. Probably.
THE ROOF — exterior stairs on the hall's south face (follow the amber stripes and the lit ROOF ACCESS sign; also the ▲ on your radar). A railed catwalk carries you from the stair top onto the deck. The whole deck is playable: HVAC units are hard cover, skylights glow over the main aisle, and the parapet has drop gaps at the southeast and northwest corners for a fast exit. Flyers will chase you up. Walkers can't. Enforcer bolts still can.
SEEKER red — melee chaser. SENTRY amber — strafes and shoots. BOMBER orange — charges, beeps, detonates; shoot it early and it takes its friends with it. STALKER purple — cloaked until close, off-radar at range. SPLITTER green — shatters into three fragments. COURIER — rolling delivery bot that deploys fragments; kill it for a guaranteed item, but beware its low-health kamikaze charge. ENFORCER — walking rifleman, wave 5+. BRAWLER — heavy melee walker, wave 6+; its slams hurt guards and the core too. WARDEN — boss, every 4th wave except the 8th. MENDER — wave 5+; a cowardly repair walker that welds wounded machines back to health from behind the pack. Priority target. THE ARCHIVIST — boss, every 8th wave; hides behind orbiting pages that absorb shots and regenerate, and attacks with hostile words. Strip the pages faster than they return.
WEAPONS
PULSE CARBINE — precision; 2x crits on Sentries/Stalkers past 15m. ARC SCATTER — close-range burst. VOLT SMG (cache, wave 2) — hose; falls off past 15m. RAIL LANCE (wave 3) — pierces everything in line, +2 vs Wardens. STORMCASTER (wave 5) — chains to 3 nearby. ION FORK (wave 7) — heavy hit that splits on impact. TETHER SPIKE (wave 9) — harpoon that yanks the target toward you. ECHO RIFLE (wave 11) — every hit repeats at half damage 0.38s later. White-ring caches = MK II upgrades. ORDNANCE — four throwables share the GRN button; tap the ordnance panel (or V) to switch. All use two taps: pin, then throw within 10s; the fuse cooks while armed. FRAG — the classic; hurts you too; 8s. EMP CHARGE (wave 3) — stuns everything within 13m for 3s; 12s. THERMITE (wave 5) — burning patch for 6 seconds; igniting units and careless engineers; 11s. VORTEX (wave 8) — drags everything toward the point for 1.7s, then pops; feed it to your Scatter; 14s.
ITEMS
GREEN repair +25 · YELLOW overcharge, 2x damage 15s · BLUE RING phase shield, absorbs 50 · WHITE EMP, stuns everything near you · ORANGE incendiary rounds, shots burn 20s · CYAN CORES +250 score.
SCORING
Kills within 3s chain a combo (4.5s with the Capacitor perk): 3 kills x2, 6 x3, 10 x4, 15 x5. Any damage resets it. Weather rolls fresh every run.
SETTINGS
SOUND & MUSIC
AIM ASSIST
TAP TO FIRE
AUTO-FIRE ON TARGET
SCREEN SHAKE
DAMAGE NUMBERS
WEATHER EFFECTS
THREAT ARROWS
RADAR
SENSITIVITY 1.0
CONTROLS
TOUCH — left side: move (push far = sprint) · right side: drag to aim, tap to fire · FIRE / RLD / GRN buttons · tap the ammo panel to switch weapons · tap the ordnance panel to switch throwables.
DESKTOP — click to lock · WASD move · SHIFT sprint · hold mouse to fire · R reload · 1–8 / Q weapons · G ordnance (arm, then throw) · V switch ordnance type.
CODEX
SWIPE OR USE ARROWS
SECURING GUARD
HYPERSKILLER
FACILITY 7 // CAMPUS LOCKDOWN
A rogue process has the facility. Eleven hostile classes, eight weapons, one engineer.