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Eight short clips from the current build: the menus, the fights, the mutants, the weather, the loot, the dungeons, the towers and the bosses. Everything here is real footage, no pre-rendered cutscenes.
02 · Radiation is your XP
Out in the wasteland every kill leaves dose behind, and soaking it up is how you level. The more you carry, the stronger you hit and the brighter you glow, which is exactly what the mutants are looking for.
Fights are fast, readable and loud. Skills sit on the number keys, combos come from mixing classes, and a big enough chain of kills earns a Massacre stamp across the screen.
03 · The bestiary
Over 150 creatures across fifteen families, from shambling husks to Brutes in scrap armour, Spitters, Glow Eaters, raiders, robots and cultists. Every family hates something: fire, shock, cryo or a well-placed explosive.
Everything you meet gets a page in the codex, with its live model, its attacks and what it's weak to. Kill one and the page fills in properly.
04 · The sky has opinions
Each biome has its own weather table, and it rolls on its own schedule. Blizzards bury the Frozen Ruins, thunderstorms light up the Flooded Highway, green rad storms roll across the Glass Crater and toxic fog creeps through the bog.
It isn't just paint. Snow, sand and fog cut how far the mutants can see your glow, lightning lights up the whole arena for a beat, and on a quick run a storm wall closes in on the beacon.
05 · Loot worth the risk
Drops pop out with a beam in their rarity colour, from Scrap all the way to Legendary and the Cherenkov-blue Irradiated gear that runs on the dose you carry. Hold Alt and every label on the ground shows at once.
Hover anything for its card: the item score, every stat with a green or red arrow against what you're wearing, set bonuses and the catch on every legendary. Get it to the beacon and it's yours. Die with it and it isn't.
06 · Down the hatch
Hatches and subway stairs lead under the wasteland into four kinds of dungeon: the Vault Lab, the Sewer Tunnels, the Dead Line Subway and the Collapsed Bunker. Each has its own residents, traps and crates.
The first floor ends at the way down. The second is darker, busier and better stocked, with a boss and its chest waiting at the bottom. The rads are in the air down there, so nobody gets to take their time.
07 · Up the tower
Walk off the street into a gutted tower with no loading screen and fight your way up floor by floor. Ladders, broken stairs and crates on every level, and a boss waiting at the top.
Kill it and a zipline takes the crew straight back down to the street. The stairs work too, but mind the edges: a fall of more than five metres is the end of you.
08 · Raid-style bosses
The beacons have guardians, and they fight like raid bosses: big telegraphs on the ground, blunt callouts under the health bar and new phases as they lose health. The Behemoth, Mother Lode, the Rimefather, Kingclaw and Cinderwyrm all fight differently.
Expect to wipe the first time. Then you learn when to stack, when to spread and who to kill first. Every extraction boss kill is graded on the Boss Board, and the Whisp is always there to laugh when it goes wrong.
The Bible covers the story, the classes, the bosses, the loot, the mutants and every place you can dive into. Or skip the reading and wishlist it.