À propos
Block 9 has been evacuated. Most of what was left behind is ordinary: remotes, tins, sweets, books. A few of those ordinary things are radioactive, and they look exactly like everything else.
You are the liquidator sent in to clean up. All you have is a clicking dosimeter.
LISTEN
The clicks speed up as radiation rises. Every live source on the floor adds to the reading, and walls, shut doors and heavy furniture weaken what passes through. Work out which room, then which corner, then which object.
PROBE
Hold the probe to narrow the meter to a tight cone and sweep a shelf, a table or a pile of rubbish until the reading screams. Buried or shut-away sources read faint until you disturb them.
CONTAIN
Pick the item up and throw it into the green-lit lead drum in the corridor. Every contained source pays. Scrub the hazard spills too, then the elevator takes you further up the block.
SALVAGE
Anything loose and clean sells into the corridor crate. The money is real, but every second spent scavenging is more dose.
SURVIVE
Your dose follows you from floor to floor. Iodine pills from the vending kiosk bring it down, dearer with every pack, and a shower in the lobby washes off the rest. At 100% the run is over and the exposure report says what did it.
Every floor is built fresh from a PSX-era apartment kit, and each climbs higher, grows larger, holds more sources and has fewer working lights. Some arrive in a state of their own: the power out, the ceiling down, a leak, a freeze. Some are not flats at all.
You start in the lobby. Sign for your ID card, collect your kit, and a short drill and an induction floor teach the job before switching themselves off.
OTHER LIQUIDATORS
Die on a floor and another player may find what is left of you on their own shift. The Recovery shift goes up after the ones who did not come back, and the Daily shift is the same building for everyone until midnight UTC.
FEATURES
- A dosimeter driven by real Geiger counter recordings, from sparse ticks to a dense rattle
- Sources with their own signatures, contamination that follows a story, and a positional scan
- Physics-based carrying and throwing, and a field pack that never tells you what is contaminated
- A vending kiosk of pills, batteries, flares, scans and four fittings that change how you work
- Procedurally built floors and floor types that get harder the higher you climb
- Easy, Medium and Hard difficulty
- The remains of other players, a recovery shift and a daily shift
- An authentic PS1 look with retro lighting, ordered dither and 15-bit colour, with presets and every switch in Options
- Captions for every sound, a toggle probe, keyboard, mouse and controller support
- A sealed service record of your best run and the work done