You work alone. No cover, no backup, no second chance. The contract arrives as one line — how you close it is up to you.
OPERATION GOLDEN. The head of the syndicate, twenty-five guards and a six-shell shotgun. Three roads lead to him, all real: fight up the main staircase, reach him with a grenade, or drop the chandelier onto his chair.
DIRTY MONEY. Night, rain, a container port. In through the storm drain, the key on the chief, the drive in his safe. Take it and the port shuts down: your way out is the roof, the crane bridge and the container yard.
THE LAST FLIGHT. Eleven kilometres up, two decks, thirty-two mercenaries. The skin can be shot through anywhere — beyond it is air that pulls in everyone nearby.
The world is built from voxels and breaks for real: fire knocks cubes out of bodies, tears off limbs and chews through walls. Hits pay out in glory shards — headshots, streaks, kills made mid-jump.
Every run is timed, and the board remembers how you closed each one.
How to play
Controls: WASD to move, SHIFT to sprint, SPACE to jump, C to crouch (a short press toggles it), LMB to fire, R to reload, G for a grenade, F to restart the run.
Each contract issues its own weapon. The VX-12 shotgun is devastating at three metres and useless at ten — close the distance. The AKV-7 rifle holds the middle range. The SK-4 carbine fires three-round bursts.
Jump onto crates, containers and ledges: that is how roofs, balconies and upper floors open up. Crouching lowers you — only crouched will you fit through the drain under the wall or the study window.
You never have to use the front door. A drain, a fire escape, a roof hatch, a crane bridge — there is always a way around, and it is almost always faster than a frontal fight.
Armour comes off the dead. Grenades solve what cover protects.
A gunshot carries: the alarm brings everyone, and on hard the garrison lays down fire and flanks you. Watch the machinery — a forklift or a rail container kills as surely as a bullet.