Deploy
Squads of one to four bioprinted mercenaries drop into overrun colonial facilities under the orbital direction of mission commander Sara. The levels are procedurally generated, and the worlds they sit on are already written off — the contracts are just still open.
Objective
Between contracts, progress persists: the Steam page's “PREPARE FOR THE NEXT CONTRACT” section lists credits, schematics and loadouts — the meta-progression layer that turns one run's haul into the next run's edge.
- Recover resources and data from the facility — that's the contract.
- Stealth and hacking open quiet routes (“scout ahead, use stealth and hacking to gain an advantage”).
- Destruction opens loud ones (“or blast through parts of the environment to create another way forward”).
- Special vision modes and lighting change what you can see — with a published photosensitivity warning, as they can use strobe-like effects.
Extract
One way out. The swarm does not negotiate, and the exit is where the design squeezes: everything you gathered is only real once the squad is back out. You can always leave the haul behind — that trade is the game's signature decision.
What the swarm does to the loop
The swarm is the counterweight to the whole loop. The technology revealed on September 29, 2026 brings thousands of enemies on screen at once — near 3,000 by developer statements — with adaptive AI that interacts with the map and pursues players. Crowded screens, contested exits, and friendly fire switched on: the extraction is never a formality.
The corporate frame
Valstorm, the private military corporation on the Steam page, holds the contracts; the official press kit adds Death on Demand, the program supplying “bioprinted, on-demand mercenaries — disposable soldiers engineered for war who feel no fear or pain.” The gallows humor in the store copy is deliberate: someone still expects a return on their investment.
Source: Steam store page, Steam news archive & official press kit — snapshot Oct 8, 2026 · Open on Steam ↗