The world didn't end. It got smaller.
Eight months ago something started speaking inside people. Nobody knows what it is. They call it the Voice, and it doesn't invade, infect, or break down walls — it makes an offer.
Almost everyone broke before they could answer. The body kept working; the person didn't. Those leftovers are the Husks, and they patrol the ruins in silent coordination, bound together by a single green-amber Core in the chest.
A few said no, and survived in pieces — each one paying with something that doesn't come back: a name, a face, a memory, a voice. They are the Resistants, and they are the only squad you have.
You are the Field Operator. You never heard the Voice. You give the orders.
ONE HAND, ONE THUMB
A portrait cover shooter designed to be played standing on a bus. Hold to rise from cover and fire, release to duck back down. Aim magnetism and target snapping keep the crosshair honest without playing the game for you.
HIT THE CORE
Every Husk carries a Core in the chest — the organ that binds it to the Chorus, and the only thing on screen that pulses. Land your shots there and the body drops in one. Your squadmates never manage it. That precision is yours alone, and it is the difference between clearing a wave and being buried by it.
FIVE ON THE LINE
Your squad fights as five at once. Take direct control of any one of them mid-fight; the other four keep firing, each with her own weapon, her own element and her own target.
CHAIN THE BURST
Fill the gauge and fire the chain: Burst I into Burst II into Burst III, and then Full Burst — the window where the whole squad converges and the damage curve goes vertical. Building a squad whose Bursts actually chain is the real puzzle behind the shooting.
BUILD THE SQUAD
Fifteen Resistants across three classes (Attacker, Defender, Supporter), four factions and three rarities. Three elements — Piercing, Incendiary, Corrosive — in a triangle that rewards reading the wave before you deploy. Formations, equipment and recruitment all feed the same five slots.
RUN THE SECTOR
A ten-stage campaign through Sector 1, from the first patrol to a boss with parts you can shoot off. Then four Incursion towers, one per faction, a hundred floors each, with the elemental cycle offset per tower so no two climbs are the same.
WHEN YOUR HANDS ARE FULL
Auto mode runs the whole squad: rotating focus, targeting, reloading and firing Bursts on its own. It is convenience, not mastery — the auto never takes a Core shot.
Out there, the Chorus is still recruiting. Everyone hears the Voice eventually. The only question is what you answer.
Lead five heroines against the Husks. A cover shooter built for one thumb.