

An underground survival game built on proximity voice chat. Every sound in the dark is another person. The deeper you go, the harder it is to get back out.
Overview
An underground survival game built on proximity voice chat. Every sound in the dark is another person. The deeper you go, the harder it is to get back out.
Description
An underground survival game built around proximity voice chat.
Every sound you hear in the darkness comes from another person. A whisper at the end of a corridor. A scream two rooms away. Breathing behind a closed door. You can tell how far away a voice is, but you never know who it belongs to.
You talk. You bargain. You lie. Or you stay silent, because some things follow the sound.
It was evacuated years ago. The doors were locked, the records erased, and the elevator left on the top floor.
Whatever remains below belongs to no one. Scrap metal, wires, machine parts, anything nobody ever came back to collect. There are people up above willing to buy it, and they don't ask questions.
The only problem is that whatever was down there before you is still there.
Every descent is an expedition. You grab your flashlight, pack your bag, and step into the elevator.
Whatever you bring back is yours. If you don't make it out, none of it is.
Your body stays where you fell, your bag beside it. You can go back for it. If someone else doesn't get there first.
There are no lights in the facility. Your flashlight's battery determines how long you can stay below.
Spare batteries take up space in your bag. Space that could have held another piece of scrap. You decide how greedy you want to be, and that decision can mean the difference between finding your way back in the dark and never coming back at all.
Control panels are dead. Door motors are jammed. Power lines are severed.
Get close enough, and they'll tell you exactly what they need. Two wires. A fuse. A piece of scrap metal.
Whatever you repair becomes an advantage. Lights come on in a section of the facility. A sealed passage opens. A freight elevator starts working again. Slowly, the facility becomes a place you know.
Then things break again.
The passage to the lower floors is sealed. To open it, you'll need to bring the facility's own systems back online.
You'll need to find a heavy power unit. Carry it with both hands, which means no flashlight and no weapon. Once you install it, the system registers your presence and prints an access card.
The card gets you into the terminal room. The terminal is probably broken. You repair it.
When you press the button, the door to the lower floors stays open for thirty seconds.
Thirty seconds.
Weapons are hard to find. Ammunition is even harder. You make do with whatever you have, and most of the time, running is the smartest choice.
Pulling the trigger doesn't solve the problem. It just brings more things toward the noise.
Some follow sounds and never give up. Others wait in the darkness, completely still, until you step right on them.
You have three choices. Talk. Walk away. Or take what they have.
None of them is the wrong answer.
Proximity Voice Chat: Realistic voice propagation affected by walls, doors, and distance.
A Persistent Underground Facility: Explore alone, with friends, or alongside complete strangers.
Extract or Lose Everything: What you bring back is yours. What you leave behind is lost. Everything stored in your stash stays safe.
Progression Through Access, Not Power: Better equipment lets you venture deeper. It doesn't make you invincible.
Breakable, Repairable Systems: Restore power, unlock passages, and gradually turn the facility into a place you recognize.
Distinct Floors: Every floor has its own identity, its own threats, and its own barriers to overcome.
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