Left2survive
St. Helena Medical Center has gone quiet. Fight from the lobby down Ward 2's corridor, through a dark ward and a locked pharmacy, to the exit hall and extraction. The infected can't see you in the dark. They can hear every shot.
Every shot is a decision you can hear
Noise-driven infected
Gunshots carry. The infected wander, investigate, pursue, search and break through doors, and they come toward the last thing they heard.
Where you hit matters
Headshots kill instantly. Leg shots cripple. Bullets penetrate, lose damage over distance and spread from a pump shotgun's nine pellets.
Doors and keys
Lock a door and the infected have to break it down. The pharmacy is locked; the key is somewhere in the ward, and so is whatever is locked in there.
Light as a weapon
Flickering, emergency and broken lights, a flashlight for the dark ward, lights you can shoot out, and gas cylinders that go up when you need them to.
Built for touch
Floating joystick (push past the ring to sprint), swipe to look, fire buttons that aim while you drag, a USE button only when it matters, gyro aiming and adjustable aim assist.
Your way
Sprint, crouch and lean. Auto-fire, inverted look, left-handed layout and full gamepad support.
Seven guns, each with a job
| Weapon | Damage | Rounds/s | Magazine |
|---|---|---|---|
| P9 Pistol | 28 | 6.5 | 15 |
| P9-S Suppressed | 24 | 5.5 | 12 |
| MK5 SMG | 18 | 13 | 32 |
| AR-5 Carbine | 30 | 10 | 30 |
| Pump Shotgun | 15 × 9 | 1.25 | 6 |
| Bolt-Action .308 | 115 | 0.75 | 5 |
| LMG-7 | 27 | 11 | 100 |
Slow, fast and low
Walker
100 health, steady. Most of the ward.
Runner
60 health, but closes ground at nearly three times walking pace.
Crawler
70 health, slow, and hard to spot in the dark.
Early look
Captured from the current build. Everything you see is placeholder art and lighting built to test the game; the final look comes later.
Early development
The first level, the weapons, the infected and the touch controls are playable and covered by automated tests. Next: objectives, a director that paces the scares, a safehouse and progression, real art and audio, and testing on phones. Pricing and release plans haven't been decided.
Follow the development
One email when there's something to play.