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About W|RE

W|RE - about the game

Summary

W|RE is a fast-paced, first-person shooter where you play as a veteran hitman—tired of routine contracts—who takes a mind-altering drug that radically changes how he perceives the world. In this altered state, sound becomes light: every gunshot, footstep, or musical beat sends out colorful waves that briefly illuminate the environment in glowing outlines.

Your mission is simple: reach the target location and eliminate your enemies as fast and precisely as possible. The faster you are, the more money you earn. If you're not satisfied with your performance, try again—perfect your rhythm, and climb the highscore ladder.

USP – Soundvision

The heart of W|RE’s visual identity is a custom-built audio-reactive shader that transforms sound into vibrant, neon-like pulses of light. Every action in the world—gunfire, movement, ambient music—shapes what the player sees. This creates a constantly shifting, visually striking environment that doesn’t just look unique, but challenges how players interpret space and timing. Combined with cyberpunk-inspired characters and environments, the game delivers a distinct sensory experience.

Playstyle

Inspired by high-octane games like Hotline Miami and Anger Foot, W|RE is designed for aggressive, fast, and precise gameplay. Players must clear rooms quickly, avoid getting hit, and make every shot count. Whether you're speedrunning or perfecting your aim, the game encourages experimentation and mastery through repetition and flow.

Goal

The goal is to clear all rooms in a level as quickly and efficiently as possible while maximizing your score. Your final score is affected by several factors, including clear time, headshot count, hits and accuracy. The better you perform, the more your employer is willing to pay - and the higher you climb on the leaderboard.

Setting

The world of W|RE is inspired by the cyberpunk aesthetic: dark, industrial environments lit by vibrant color and driven by pulsing music. A short comic-style cutscene introduces each run, explaining your mission and setting the tone. Speakers placed throughout the world reinforce the rhythm, making every level feel like a playable beat-driven hallucination where your perception is as much a weapon as your gun.