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.