The dead do not hunt you. They are not cruel, and they have no plan. They are a cure that forgot how to stop.
You are Silas Kerr, a paramedic who would not turn. Every night you walk to the centre of a floodlit burial ground on the reservoir road and you light it, because the road runs north to a walled refuge called Ridgeline, and a bus went that way at the end of the world with your daughter on it. As long as the ring holds, the road stays open.
Ten waves. Then the eleventh.
FIGHT WITHOUT AIMING
Your weapons fire themselves. You move, you position, you decide what to carry — the shooting takes care of itself. Up to eight weapons orbit you at once, from knives and greatswords to rifles and elemental orbs.
BUILD A RUN IN MINUTES
Every wave ends in a shop. Spend what the dead dropped on weapons, on stat items, on one-per-run relics that bend the rules — a charm that freezes what you hit, a seal that executes the wounded, a scarab that eats the first blow of every wave. Combine duplicates into rarer versions. Sell
everything and fight bare-handed if you think you can.
THREE DIFFICULTIES, AND HARDCORE
Normal through Apocalypse, and a Hardcore mode where your health is pinned to one and any hit that lands ends the run. Single-weapon challenges for all twenty-one weapons. Twenty-four achievements, one of which is not shown to you.
A CODEX THAT REMEMBERS THE DEAD
Every enemy was a person. The Walker was a hospice nurse who never left anyone. The Runner was seventeen and had a letter in his jacket from a university four states away. Their stories are in the codex, told one ruined body at a time, and the game will not pretend they were monsters first.
Ten nights. One lit ring. Kill, loot, upgrade — and do not let the road close.