The rules
Guns put them down. Only fire ends them.
A survival-horror campaign built around one economy: what you burn, what you save, and what you leave behind to come back for you.
01
The fire economy
Anything you down gets back up in a minute or two, worse than before — unless the body is burned. Lighter, molotovs, a flamethrower late in the game. Bottles are common. Rags are not. A half-burned body comes back as something that no longer fears fire.
02
Built for four. Playable alone.
Steam lobbies, drop-in at safe rooms, a shared stash, and a full solo campaign with the same story. Downed players are not killed — they are dragged away toward the nests. Rescue chases are where the stories come from.
03
Friendly fire is fire only
Bullets pass your friends. Molotovs and the flamethrower do not check who is standing in the pool. Every co-op clip reel writes itself.
04
Listen for the singing
The children sing nursery rhymes. Distant singing means they are in the zone. The song getting slower and simpler means they have found you. Every enemy is heard before it is seen, positionally, in headphones — direction and distance are the read of every room.
05
The Director
No scripted jump-scare loops. A host-side director reads your noise, your light, your fuel, and how far apart you have drifted — and spends its budget where you are going, not where you were. You stop fearing the monsters and start fearing your own decisions.
06
Six acts. Three endings.
An 8–10 hour story campaign through the suburbs, the hospital, the flooded lower town, the old village, and the abbey on the ridge. Sixty documents, twenty tapes, and a truth that goes back much further than the company. The ending is a vote.