Nobody Leaves Alive
You are Sparrow, a silent Outbreak Response operative. Your handler is Control. Sanitation Command wants everything burned, and someone paid for what started this. Ammo is scarce: the dark, a knife and a bottle are your best tools.
Four missions. One conspiracy.
Each mission unlocks when you extract from the last. Every line is voiced over radio, tape and PA, with subtitles, and 18 intel documents and tapes fill in the rest.
Containment Failure
Restore the generator, shut the ventilation and start a seven-minute sterilization countdown, take the sample from the Matron's ward, then hold the elevator.
B2 — Descent
Airlocks, a keycard, a download you have to defend and a thermal charge on a four-minute clock. Dr. Elias Hale is waiting at the bottom.
Harrow Creek
Escort three survivors to a truck before the 14-minute dawn strike. The infected go after the easier prey.
Lantern
The stealth finale: cameras, alarm lockdowns and three tank charges. Finish it without an alarm for the Ghost bonus.
Stay hidden. Choose your fights.
Stealth that reads light and sound
A light gem runs from HIDDEN to EXPOSED. Light, stance and the surface under your feet all count, and the infected go suspicious before they go hunting.
Silent tools
Knife takedowns, and six throwables: bottle, frag, molotov, flashbang, smoke and pipe bomb. Feeders crouched over a body can always be taken quietly.
A director with a pulse
An AI director scores tension from 0 to 100 and paces each mission through build-up, peak and relief.
Eight kinds of infected
Walkers, Lurchers, Crawlers, Orderlies, Bloaters, Brutes that break doors in one hit, Screamers that summon others, and Stalkers that move while you look away.
Four bosses
The Matron, Patient Zero, Dr. Elias Hale and Major Kessler, "The Finished Host", each with their own attacks and summons.
Built for touch
Floating joystick, gyro aiming, aim assist, auto-fire, a left-handed layout, haptics, and full controller and keyboard support.
Thirteen guns, each with a job
| Weapon | Damage | Rounds/s | Mag |
|---|---|---|---|
| P9 Pistol | 28 | 6.5 | 15 |
| P9-S Suppressed | 24 | 5.5 | 12 |
| R-357 Magnum | 70 | 2.2 | 6 |
| MK5 SMG | 18 | 13 | 32 |
| MK5-SD | 17 | 12 | 30 |
| AR-5 Carbine | 30 | 10 | 30 |
| KR-47 Rifle | 36 | 10 | 30 |
| Pump Shotgun | 15 × 9 | 1.25 | 6 |
| DB-12 Coach Gun | 16 × 10 | 4 | 2 |
| AS-12 Auto Shotgun | 13 × 8 | 3.5 | 8 |
| Bolt-Action .308 | 115 | 0.75 | 5 |
| BR-7 Marksman | 70 | 3.2 | 10 |
| LMG-7 | 27 | 11 | 100 |
The safehouse
Upgrade each weapon in the Armory, your health and stamina in Medical, and your facilities with supplies and the pathogen samples you recover. Run up to three operatives, each on their own difficulty.
- Six modifiers that raise the payout: Blackout, Keen Ears, Frenzy, Horde, Scarce, Glass Jaw
- A Daily Outbreak: one mission and two modifiers, the same for everyone
- 13 challenges and five mastery levels per mission, run grades, medals and achievements
- Eight-week seasons with a free and a premium track
From the current build
Captured on the phone renderer with the touch controls. The key art at the top of this page is an illustration.
Campaign complete, polishing for phones
All four missions play start to finish, covered by 110 automated tests, and the iPhone build runs. Next: device testing, final art passes and the store listing.
Free to play. Supply packs, a starter pack, weapon finishes, operators and a season pass are bought through the App Store. Each operator brings a modest bonus that suits a play style, such as extra armor or quieter footsteps. Pathogen samples are earned only, and nothing you buy makes a gun stronger than the Armory can. No ads, no energy.
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