A top-down horde-survival shooter where tiny wardens turn seeded, multi-level arenas into industrial confetti. Bring live ammunition: 21 player weapons, 64 game-breaking perks, 54 adorable enemy types and 12 bosses, with nine very different ways to make a mess. Play solo or with up to 8 players; desktop and Steam Deck are playable now, with Android and iPhone builds in active testing.
Current development-build counts. The enemy and boss rosters held steady; the arsenal and perk pool did not.
Fifty-four of them and counting, and every last one is convinced the field belongs to it. Here are six, so you know what's coming:
Wheelchair. Shotgun. No brakes. Winds up from across the field, hits ramming speed, and detonates on arrival. Retirement did not mellow him.
Strapped with eleven sticks of dynamite and completely calm about it. Doesn't run. Doesn't dodge. Just keeps walking at you until one of you stops existing.
Carrying a minigun that weighs more than he does. Somehow accurate. Would still like a hug afterward. There will not be an afterward.
Somebody left a crate of TNT unattended. That was a mistake. Now it rains lit explosives from wherever he's standing, which is never where you're aiming.
Grenades, cooked way too long, thrown way too close. He knows exactly what he's doing. That's the upsetting part.
Tiny arms. Full-size rocket launcher. Physically cannot aim down, so every rocket comes in at head height. Yours, specifically.
…and 48 more. The spitters spit, the chargers charge, the bombers sprint at you with the fuse already lit, the big ones split into small ones, and the small ones come in packs. Every 10 waves a boss shows up with a mechanic you will learn to hate personally. One of them eats your bullets and grows.
Four modes are complete. Three more are under active construction, and two are still on the drawing board. Here is the honest state of the damage.
Endless survival across a seeded three-level industrial arena. Fight through lower, main and upper districts, or switch on Flatland for the original single-level brawl.
The bounded survival fight cranked past sensible: enemies are tougher, faster and hit harder, but the XP pours out fast enough to build something unreasonable.
Break open a buried grid, read the clues, survive enemy stairwells, collect three sigils, and sweep the boss room before taking the exit.
Race your so-called friends to the frag limit before time runs out. Weapons and power-ups keep spawning; every death is a lesson and every respawn is revenge.
Hold a fragile shrine at the centre of a dark procedural forest while the horde pours through four lanes. If the shrine falls, the run ends.
Descend cellar stairs into a procedural dungeon of rooms, corridors, doors and darkness. Clear floors, take exits, and face a boss every third descent.
Use the Grav to haul exact rune twins to the central shrine. Every matched pair buys time before the breach floods the arena with another horde.
Move a vulnerable payload to its destination while the horde tries to tear it, and everybody standing near it, completely apart.
A melee-only run: no firearms, just rocks, clubs, improvised blunt force and the deeply reassuring power of raw instinct.
Top marquee: all 21 player weapons. Enemies drop most of them when they die; the stranger ones make you earn an introduction. Carry three, swap on the fly, then stack 64 perks on top: orbital blades, attack drones, ricochets, singularities and worse ideas.
Red marquee: all 12 bosses. One arrives every 10 waves in Classic. Each has its own mechanic. None of them are your friend.
The characters are round. The animals are lovely. The dismemberment is extremely real. This is the whole bit, live from the field:


Up to 8 players, three ways to connect. Desktop and Steam Deck work today; the phone builds are in active cross-play testing.
Two players, one screen. Player 2 grabs a controller and drops straight in. The screen leashes you together, like it or not.
Host on your network, friends join by IP. No accounts, no services. Your router is the server, like the good old days.
Steam invites: create a squad, invite friends, ready up, go. Host-authoritative: one match, everyone in it.
Real match modifiers from the real lobby. Every run is seeded & randomized. Share a seed to replay a world. Drag the dials and watch the forecast.
Fully localized from day one, menus to damage numbers. The screams need no translation.
Early Access means we're not done. It does not mean the game is empty. See all of the above.