ENTRY LEVEL
Continuity Site Services. Position available. Entry level. Subsurface. Immediate start.
Coverage period is 120 seconds. One weapon is issued. The exit is open from the first second and requires no authorisation to use.
Equipment is recovered on return. Equipment not returned is not recovered.

The only decision that matters
You can leave at any moment. That is the whole problem.
Leaving early costs you nothing you are already carrying. Staying pays more: the objective bonus, the rare drop off the big one you just killed, the crate you can see across the room.
Die before you reach the exit and you lose every bit of it. No insurance. No corpse run. No exception has ever been granted.
At 0:00 the site stops treating you as a visitor
COVERAGE ends. AFTER HOURS begins. No more loot, heavier waves, and the exit still open. Nobody throws you out. That is the point.

The Occupancy
Three hostile classes are resident at this site. Each announces its intent before acting, and the announcement is rendered at the true scale of the effect. Continuity considers this an improvement in documentation and not a reduction in hazard.
VOLATILE. Airborne. Charges on approach and discharges, radius marked on the floor before it happens. A unit that discharges has completed its own decommissioning, and self-completed decommissionings are not billable.
operator margin note: if it pops itself you get nothing. kill it early or leave it alone
TROOPER. Detection is directional, not ambient. Obstructions obstruct. Illuminates its firing solution before discharging. Munitions cause continuing tissue loss after impact.
operator margin note: cover works. the bleeding does not stop. the injector does not touch it
BRUTE. Thermal duty, assigned to objective supervision. Halts, illuminates three firing solutions, emits a containment pulse marked on the floor before it lands.
operator margin note: it does not hit hard. it takes away running. that is worse

The terminal
Between shifts you are at your workstation. One hardware generation out of date, still running because it still turns on.
Five weapons. Gear that rolls rarity. Permanent upgrades that come down with you every time. And a personnel file that keeps score whether you want it to or not.
Every icon, weapon and module on that screen is drawn by code at runtime. There is not one image file in this game.
The vault
Everything you carry out is banked, and it spends. Everything you were carrying when you died was never banked.
What is actually down there
Humanity lost control of the systems it built. Every datacenter became a nest of machines that reproduce using whatever they can reach, and in reproducing they consumed what was left of the world's high-purity material. The only deposit still standing is inside them. So we go down and mine our own infrastructure back out of the things that ate it.
Continuity holds the access contracts and hires operators to descend, collect, and return. On paper the work is sanitation.
operator margin note: the form says sanitation. i have never cleaned anything down there

One question, if you have ten seconds
When you left, what made you decide it was time? And if you never made it out, what killed you?
One line in the comments is worth more to me than the donate button.
Runs in this tab. No install, no account, nothing to agree to. Best in fullscreen.
Coming to Steam. There is nothing to wishlist yet, because the page does not exist yet. Follow here and the link reaches you the day it does.
Vanilla JavaScript and HTML5 Canvas. No engine and no dependencies. Every sound effect is synthesized at runtime; the music is the only asset that ships with it.
AI disclosure: parts of this game were generated by AI. So was the antagonist.
| Updated | 9 days ago |
| Published | 27 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (3 total ratings) |
| Author | scgm |
| Genre | Shooter |
| Tags | 2D, Arcade, extraction, Fast-Paced, Loot, pve, Roguelite, Singleplayer, Top down shooter, Twin Stick Shooter |
| AI Disclosure | AI Assisted, Code, Sounds |
Development log
- Site Bulletin — Revision 0.4.011 days ago
- Hundreds of marks per run, and not one was visible16 days ago
- Site Bulletin — Revision 0.3.518 days ago
- The lobby stopped being a menu21 days ago
- Site Bulletin — Revision 0.3.022 days ago
- Site Bulletin — Revision 0.2.524 days ago
- Why the exit is open from the first second26 days ago




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