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.