Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 4373910 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | Dec 30, 2026 |
| Developer | After Dark Gaming LLC |
| Publisher | After Dark Gaming LLC |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
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.
About this game
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…
Supported languages
English * * languages with full audio support
