

Something stripped you to pieces and left you in a junkyard. Now everything on this planet hunts you. Rebuild your body from salvage, craft devices to survive, and explore a hand-drawn world — down into the dark, or the planets above.
Overview
Something stripped you to pieces and left you in a junkyard. Now everything on this planet hunts you. Rebuild your body from salvage, craft devices to survive, and explore a hand-drawn world — down into the dark, or the planets above.
Description
Something stripped you down to your frame and left you in a junkyard. Now everything else on the planet hunts you. There's no default body to fall back on — only what you scavenge, what you build, and how far you're willing to go to keep moving.
Assemble your body from dozens of salvaged parts — arms, legs, sensors, and stranger things — pulled from the wreckage of whatever came before you.
Every part changes how you move. Trades speed for flight, or height for power.
Upgrade at the workshop as you find better parts. There's no "best" build, only the one that gets you where you're going.
Explore a hand-drawn, charcoal-textured world: a junkyard planet, a buried town, an old-growth forest, and the dark underneath all of it.
Reach orbit and beyond, into a canyon world ruled by something enormous, and a drowned, hostile swamp with its own machines and its own reasons to hunt you.
The planet's machines don't wait for you to be ready — rooftop stalkers, ambush predators, and things that answer to sound before they ever answer to sight.
Something old lives in the dark below the surface. You'll hear it before you understand what it is.
Permadeath is real — die, and the save is gone. If that's not the run you want tonight, Mercy mode keeps your last save waiting instead. Your call, every time you start.
A scavenged companion rides with you from the start, and it gets better as you do. What you find out here adds up to something — this is a survival game with a story underneath it, told in fragments, in the dark, one salvage run at a time.
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