You are a salvager, alone on a dead station with the lights out and something moving between the decks.
Your flashlight holds about 45 seconds of continuous burn. Every sonar ping you fire to see the room steals more of it. The dark keeps you hidden and keeps you blind at the same time, and you have to choose which one you need right now.
You cannot kill anything down here.
Not one thing. Your whole arsenal is a light, a sonar ping, a shove and a decoy. Three shoves and you are spent. Everything else is running, hiding, listening, and spending the dark carefully.
Restore three nodes. Find the shaft. Go down.
Every deck asks the same thing: bring three power nodes back online, then reach the exit. The exit is not a win. It is the shaft to the next deck, and the next deck is worse. There is no bottom. There is only how deep you got before something caught you.
What is waiting down there
The Choir, from Deck 1.
AZRA, the Stalker. It watches you from Deck 1 and turns lethal on Deck 3, and it is always the same one.
Lungers, from Deck 2.
The Swarm, from Deck 2. It punishes you for standing still.
The Butcher, from Deck 3. A zoner that owns the ground in front of it.
Mimics, from Deck 4. That battery cell might not be a battery cell.
The Leviathan, from Deck 5. Fast, and interested in nothing but the kill.
Each one punishes a different way of playing. There is no safe corner and no single habit that answers all of them.
Take a callsign
The power nodes you restore across a run are your score. Claim a callsign, put it on the board, and find out how far down the dark you can get.
Your flashlight is dying. You can't fight back. The station only goes deeper.