

Top-down action game where you clear rooms of enemies using guns, melee weapons, and quick reflexes. Each level drops you at a location—an apartment, a nightclub, a warehouse—with one goal: kill everyone inside. You pick a mask before each mission, and each mask changes how you play (faster movement, different starting weapons, that sort of thing). Death comes fast, often in one hit, so you'll retry rooms dozens of times learning enemy patterns and planning routes. Between murders, your character experiences disjointed scenes—conversations that don't add up, shifts in reality, no clear answers about who's calling or why you're doing this. The story unfolds through these fragments rather than straightforward exposition. Neon visuals and a pulsing electronic soundtrack set the tone. It's built for players who don't mind trial-and-error difficulty and deliberate narrative ambiguity.





