

You wake up on an operating table in Kurat, an institute buried in a trench. Fight, sneak or talk your way through its sectors, find the few patients still worth trusting, and decide what happens to the place on your way out. A metroidvania with five endings.
Overview
You wake up on an operating table in Kurat, an institute buried in a trench. Fight, sneak or talk your way through its sectors, find the few patients still worth trusting, and decide what happens to the place on your way out. A metroidvania with five endings.
Description
Falk wakes up in Sector 0 of the Kurat Institute with no memory and a gown with his number on it. The staff would like him back on the table.
Operating theatres, an incinerator, overgrown greenhouses, searchlit catwalks, the archive stacks and the Director's pavilion, all joined up and full of doors you can't open yet.
Most locked routes have more than one answer. Break the bulkhead, crawl through the vent, hack the terminal, or talk to whoever is behind the glass. Five abilities (the Pneumatic Ram, Active Camouflage, the Resonance Grapple, the Holo-Decoy and Synaptic Overclock) open the map in different ways.
The Head Warden, the Gardener and the Director each run a part of Kurat. Some of them can be stopped without killing them.
Rand, Sister Noël, Kira and Dr. Mills are all hiding somewhere in the institute. Bring them back to the tram and they'll come when you call.
What you learned, who you helped and how many people you hurt decide how it ends.
Hand-lit pixel art with normal-mapped lighting
Melee combat with parries and slides
Stealth with searchlights, cameras and a room-wide alert level
Dialogue with stat checks, and choices that change later rooms
Four companions with assist calls
Three bosses, each with a non-lethal way through
An original synthesised score
Controller and keyboard support
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