Über Escape from Deadville
Choose Who Enters the Deadville
Each mercenary has different abilities and equipment. Who is recovering, who is ready for action, and whom you are willing to risk on the current contract all shape your decision before heading out.
Contracts and supplies are shared across the outpost, but injuries, disappearances, and death stay with each character.
Danger Doesn't Pause While You Loot
Opening containers and taking items one at a time takes time.
Moving, dodging, taking damage, being grabbed, or leaving the area will interrupt the search. Cabinet doors, metal containers, and breaking objects can also make enough noise to draw nearby infected to your position.
The Infected Aren't Walking Bullet Sponges
Watch their movements, control the distance, and choose where to shoot.
Hits to the head and neck, torso, limbs, and armor produce different results. Accurate fire can interrupt an attack, stagger or knock down a target, or cripple its ability to move.
Ammunition can solve one threat while creating another. Gunfire, explosions, and breaking objects can quickly turn a quiet search into a desperate fight against encirclement.
Make It Back Alive, or It Isn't Yours
Contract objectives are rarely found in safe places, and the most valuable supplies often require you to stay longer and accept greater risks.
You can search the next room or leave with what you have already found. Greed may make the operation worthwhile—or leave everything you gained behind in the deadville.
One Failed Operation Can Become the Next
Characters do not simply end up alive or dead.
They may return unharmed or suffer serious injuries that leave them unavailable for a time. A missing character will appear on the contract board as a rescue target, allowing you to send another mercenary back into the area to recover both them and their lost supplies.
But rescue operations carry risks of their own. One failure may become your next contract—or cost the outpost another person.
The People at the Outpost
There is no sprawling organization behind the outpost—only a few people who control access to weapons, supplies, and information.
Old K deals in weapons and ammunition. Margaret, known around the outpost as the Rat Lady, can identify valuable loot, maps, and relics from the city. Anderson uses his radio and network of contacts to provide contracts.
Trade with them, complete their assignments, and gradually earn their trust. New goods, services, contracts, and outpost functions will become available. Their unspoken pasts are hidden in the items they ask you to recover, the things they refuse to accept, and the reactions they never explain.
This Isn't a Story About One Hero Saving the World
It is the story of a handful of people holding on at an outpost beyond the city, repeatedly entering the dead zone and doing their best to return alive.
Take a contract. Choose a mercenary. Prepare your gear. Keep your greed in check.
Then bring back whatever you can.